Noel Stephens

Results 358 comments of Noel Stephens

@MadJones Based on your description, my guess is that: - In v1.x.x each NetworkObject used the MonoBehaviour.Update to handle updating scene changed notifications for NetworkObjects, so by disabling the NetworkObjects...

@MadJones Good to hear that solved the first performance issue. I think we will make that property default to false/off as a QOL improvement in the next update. Regarding the...

Hi @MadJones, I believe the most recent version of the Mutliplayer Tools package includes updates that no longer invoke the `Ngo1Adapter.RefreshObjectIds` every network tick. We have identified other areas that...

Hi @Royal2022, I have confirmed the issue and a fix for this will be included in the release after the up-coming 2.1.1 release (which will be very soon). This is...

@Royal2022 Ok, if you replace your `com.unity.netcode.gameobjects` manifest file entry with this: `"com.unity.netcode.gameobjects": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git?path=com.unity.netcode.gameobjects#develop-2.0.0",` Then you should not encounter that limitation with `NetworkAnimator`. Let me know if that resolves your...

@lllando You cannot use static NetworkVariables on any platform as each NetworkVariable needs to know what NetworkObject and NetworkBehaviour instance the property belongs to in order to properly be synchronized...

@lllando I would be happy to shed some light on why static NetworkVariables shouldn't be used and why they should cause issues if you try to use them. In order...

**Notes on this issue:** The related bug is a lack of prevention and/or a logged warning about using any form of static `NetworkVariable`.

@Sammoh Could you update to v2.4.2 and see if this issue persists? There were some recent fixes that could have been the root cause for this message.

This issue seems to have been resolved in MPPM v1.3.x. Please update to the most recent version (v1.3.3) of MPPM to be able to enable and disable audio per virtual...