Noel Stephens
Noel Stephens
@florius0 I found some other issues that prevented the PR from making it into the coming patch. If you are blocked, you can always use the `fix/client-authoritative-networkanimator` branch until it...
@andriyDev Unfortunately, we currently do not support parenting directly when instantiating due to several reasons. The current recommended solution is to use `NetworkObject.TrySetParent` to avoid this issue. There are [some...
This is no longer an issue with v1.0.0
For RPCs. have you tried deriving your interfaces from INetworkSerializable and implementing the void NetworkSerialize(NetworkSerializer serializer) method? i.e. Your IOrder could be: interface IOrder:INetworkSerializable With using just an interface you...
Hi @daniellochner, It would help to know how your network prefabs are organized. Could you provide either a sample repository that yields the same results or provide screenshot for some...
@ns2808 Do you have a repository or perhaps could you provide a project as a zip file where you are experiencing this issue? It will help me determine the best...
[wlwl2](https://github.com/wlwl2) We do use the [GetGlobalObjectIdSlow](https://docs.unity3d.com/ScriptReference/GlobalObjectId.GetGlobalObjectIdSlow.html) method during the [validation period](https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnValidate.html) which only regenerates the GlobalObjectIdHash value if there is a change, if the script is being loaded, when entering...
@ChadGatling I did apply some [fixes just recently to NetworkAnimator](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2127) that are now in the develop branch that were not synchronizing if there were 2 clients so you might try...
@ChadGatling could you share the errors that you are getting? I might be able to assist you with those.
@ChadGatling What version of Unity are you using? There was a recent update to make NetworkVariables handle managed types and this requires the most recent version of Unity (or higher)...