Kitty Draper
Kitty Draper
I'm actively working on it as we speak, but I don't have any updates to share. I'm unable to reproduce it consistently (I've only managed to reproduce it twice so...
Just as a note: Good chance this happens on 1.2.0 and just isn't noticed. We added new safety checks in 1.3.1 that validate that what we received matches what we...
@JamesMcGhee - No need to actually remove the value from end of the packet. Just adjust the length for the ArraySegment you send us to not include it. We're just...
@A1win If this exclusively happens with the steam networking transport, it is likely to be an issue with the transport (i.e., it is delivering us duplicate messages). I suggest trying...
Hi @Maclay74 There is a very basic example of how to use AnticipatedNetworkTransform to handle client-side-controlled movement here: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Experimental/Anticipation%20Sample Be aware, though, that this is a very basic example and...
Hi everyone! Thank you for reporting this issue. We are aware of this issue and it has actually already been fixed in our develop branch. A new 1.7.1 patch release...
> I have tried the workaround but it doesn't seem to fix anything. If there is a chain of subclasses, does there need to one be in each class or...
@zachstronaut A NetworkBehaviour being generic is not actually relevant to the issue. Any NetworkBehaviour which has RPCs in it and derives from a parent class that does not have RPCs...
Hi Daniel, I'm sorry this took me so long to get to, but I was finally able to reproduce it. This isn't something we can easily fix within the 1.x...
com.unity.transport version 2.3.0 has released today that I think should have a fix for this issue. A new release for the 1.x line of com.unity.transport should be out soon as...