Noel Stephens

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This project, with a few minor updates since the v1.0.0-pre.3 release, works using the [PR-2102](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2102) branch.

This bug was resolved in v1.0.2. I am including the adjusted testing.zip project that uses v1.0.2 that I used to confirm this is fixed. [694_Resolved.zip](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/files/9686139/694_Resolved.zip)

Currently, we do not support having the Reload Scene unchecked as that will break part of the GlobalObjectIdHash generation process that is required for NGO to function properly.

@wlwl2 We sure can for the time being. I am planning on adding some additional documentation in the appropriate areas as well as add an entry in the troubleshooting section...

@thecosmicstudios As an alternative, would it even be possible to make the larger assets in your scene addressable prefabs? If so, then for non-NetworkObject prefabs it should "just work" and...

@LPLafontaineB I am closing this out because of [PR-2110](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2110/)

@daalen In the up-and-coming update there will be a bunch of parenting fixes in [PR-2146](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2146). This includes properly synchronizing in-scene placed multi-generation parent-child hierarchies.

@daalen In the soon to be released update, the ParentSyncMessage will synchronize: - WorldPositionStays (i.e. if true then preserve world space or if not preserve local space) - Position, Rotation,...

This is by design. The server will always receive OnGainedOwnership notifications as it is useful to track (server-side) who has gained ownership when it happens. If you have client-side specific...

This PR was brought into the build pipeline via [PR-2127](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2127). Closing this PR now that it has been processed internally.