Noel Stephens

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@powersupersport @zachstronaut Apologies for those broken links. We updated how the content was organized and evidently there were several places that got overlooked during the update. 😿 We are aware...

Here is the PR to resolve this issue: [PR-1140 ](https://github.com/Unity-Technologies/com.unity.multiplayer.docs/pull/1140)

Hi @g3trans! I would recommend updating to the latest version of NGO as a first step. Next, the idea behind the CheckObjectVisibility is that it was meant to be flexible...

Interesting... I think I see what you are talking about with that change. Will look at it closer tomorrow....but thank you very much for the PR submission and contributing to...

@adham1177 What component/script invokes the Bridge method? I only seen the RPC and the Bridge method but not what invoke the Bridge method.

Ok, so basically: - ? Something ? invokes OnRevealCardPhaseServerRpc - OnRevealCardPhaseServerRpc invokes the serverController.Bridge - serverController.Bridge invokes RevealOpponentCardClientRpc - RevealOpponentCardClientRpc invokes clientController.RevealOpponentCard(cardId) However Bridge is being invoked twice on the...

This should be resolved in the coming update (v1.3.0)

@Anvarito Asset bundles are not fully supported yet, but it does sound like we will need to add a feature similar to NetworkManager.AddNetworkPrefab but for the scene within the asset...

@Laumania There are a few possible reasons for this. Could you provide details as to what you were doing when this occurred? Just collecting information on the various scenarios this...

@Laumania Please disregard the `**dynamically created**` portion... it is inaccurate. _Currently_, GlobalObjectIdHash values are only generated from network prefab assets created within the editor.