Noel Stephens
Noel Stephens
@Extrys No worries at all in regard to the response time... 👍 I am open to helping further simplify the startup and shutdown process indeed and would like to better...
@LaPluses Thank you for bringing this to our attention! I am marking this for triage. 👍
> I'm not sure if we didn't have this discussion at some point and decided that Feature requests are ok to have in the repo (but maybe @NoelStephensUnity can correct...
Hi @Reag, What version of NGO are you currently using? [The most recent version](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/releases/tag/ngo%2F2.7.0) does have improved disconnect reasons.
@Reag When this happens do you get a [NetworkTransport.DisconnectEvents.ProtocolError](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/46c84f97c98a1cb6cfbbe1a56f1da8c7dbf03e88/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs#L204)? The start of the `NetworkManager.DisconnectReason` set would follow this format: `[Disconnect Event][Client-{clientId}][TransportClientId-{transportClientId}][{Transport.DisconnectEvent}]` It would look something like: > [Disconnect Event][Client-2][TransportClientId-1783485724][ProtocolError] If...
@chuxiaaaa I see a few places where this could happen. More specific to your scenario where `SceneEvenData.SortChildrenNetworkObjects` invokes this: `var firstParent = first.GetCachedParent()?.GetComponent();` Which m_CachedParent is a Transform and if...
@chuxiaaaa You can find the version of Netcode for GameObjects by opening the package manager and selecting the installed Netcode for GameObjects package:
> I think it's version 1.12.0 because the modding community for this game all uses this version of Netcode for GameObjects to create mods. If that is the case, then...