Noel Stephens
Noel Stephens
@ChadGatling Ahh...well at least the errors you are getting are different than before and so updating did help resolves those errors. It looks like you are still using the 1.0.0-pre.3...
This was actually a fix another user suggested that I just finished migrating into our build pipeline via [PR-2127](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2127). I will close this out once that PR is merged. 👍
#2127 was merged and so I am closing this issue.
@LoneDev6 There were recent updates to the [PlayerMovement script](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/testproject/Assets/Scripts/PlayerMovement.cs) that no longer require the NetworkTransform component. _(PlayerMovement derives from `NetworkTransform` now)_ I will open a PR to resolve this issue...
@LoneDev6 I am sorry to hear that, but glad you found the netcode solution that meets your project's needs. Hopefully you will consider using Netcode for GameObjects with your next...
The fixes will be in the next update and are now merged into the develop branch.
This was verified fix using v1.0.2 but I believe it has been fixed since v1.0.0.
@superztf Hello! Yeah, I am not that happy with the name myself. On the other hand, you could take a look at [PR-2110](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2110). If you look at the [updates to...
This is a runtime only issue that requires the connection approval callback accepting a Network Prefab or that the GlobalObjectIdHash value is exposed as public read only and internally set....
closing this PR but preserving the branch