Noel Stephens
Noel Stephens
I am marking this issue as resolved in [PR-2170 ](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2170) and should be available in next week's v1.0.2 hot-fix.
@Marc477 I am converting this feature to a bug as you should be able to set the GameObject with the attached NetworkObject component as in-active. After looking at where the...
This issue will be resolved in the next update.
@Marc477 For in-scene placed NetworkObjects you are in control of what is disabled and what is not. So, you could despawn an in-scene placed NetworkObject (passing false to not destroy)...
Hi @davidyrgilbert! I am closing this out as it was fixed in [PR-2074](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2074) and the fix will be included in the next update. If this is blocking your progress, you...
@2shady4u Are you saying that if you call gameObject.SetActive(false) during an active session and then shutdown the server the OnNetworkDespawn method does not get called? If so, what problem are...
Based on what you are describing above and depending upon how far along you are with your project, you might find this (MIT Licensed) project very useful: https://github.com/NoelStephensUnity/Netcode-For-GameObjects-BootStrap-Pattern It basically...
@2shady4u Just following up to see if you still need assistance with this issue.
@2shady4u If that is the case, then I would definitely suggest not making the players child GameObjects of an in-scene placed NetworkObject (or any GameObject you plan on disabling) but...
Hi @Shivang44, With v1.x Netcode for GameObjects (NGO), there is a bit of a trick with respawning what we refer to "in-scene placed NetworkObjects" (whether it is a prefab or...