Noel Stephens
Noel Stephens
@lcompton Hello, I was running through the Github issues and noticed that teleporting issues were resolved in [PR-2110](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2110) which was included in the current version (v1.0.2) of Netcode for GameObjects....
As a side note: You need to set the Rigidbody.isKinematic to true while teleporting with a RigidBody. A good [reference script of how this is done can be found here](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/testproject/Assets/Scripts/PlayerMovement.cs)...
@pixldev I was able to replicate it with the domain reload being enabled and the scene reload being disabled. When you disable the domain reload you can run into a...
@jesuscfp I am following up on this issue and was wondering if you have the same issues with the official release of Netcode for GameObjects v1.0? If so, could you...
@jesuscfp Ok, we haven't run across this particular issue with the overheating. Could you try something on your end (if possible) to narrow this issue down? Try decoupling the AR...
Hi @jesuscfp, It definitely seems like it could be an issue related to AR. I would suggest [opening a new ticket via this link](https://support.unity3d.com/hc/en-us/requests/new) to get support with the AR...
Hello [itismarcii](https://github.com/itismarcii)! With 100 clients it could be that you are exceeding a transport buffer threshold. What transport are you using (UNet or UnityTransport) and what are their buffer and/or...
Indeed it needs to check for observers and is not. This is a reasonably easy fix (should be done with all NetworkAnimator Rpcs). You should see this fix in the...
> bullet is spawned it immediately gets despawned and then gives me an error something amongst the line of only server can despawn networkobjects Could you provide the stack trace...
@Mid-D-Man Will continue to look over them, but the very first thing that stands out is this: ``` public async override void OnNetworkSpawn() { currentBeforeDespawn = 0; await GetProjectileInfo(); Debug.Log("Bullet...