com.unity.netcode.gameobjects
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Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
The method SetState in NetworkTransform assign parameter shouldGhostsInterpolate to IsTeleportingNextFrame. I think shouldGhostsInterpolate =true means need to interpolate, but IsTeleportingNextFrame=true means not interpolate. Please check it. Thanks.
**Is your feature request related to a problem? Please describe.** Creating a new class just to toggle an boolean seems a lot over the top. A boolean inside the Inspector...
### Description I'm already amazed with the progress on Scene handling. See this for context (Boss Room issue): https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/issues/710 There seems to be a problem with Enter Play Mode Options:...
**Describe the bug** When installing and using the Sample Client Network Transform the Network animator will stop syncing the animator values and the remote Animations from Player B will not...
This fixes the issue with NetworkTransform and Teleporting as well as can be considered a continuation of #2102 (_this branch started from the fix/networktransform-Bitset-not-being-properly-reset branch_) This includes several edge case...
### Description NetworkBehaviourUpdater.NetworkBehaviourUpdate() update every network variables for every connected clients. Inside of NetworkBehaviour.VariableUpdate() calls NetworkBehaviour.PreNetworkVariableWrite() and it clear list variable NetworkVariableIndexesToReset. But last client(in networkManager.ConnectedClientsList)'s variable is changed which...
### Description When shutting down a server/host and starting it again with a NetworkAnimator on e.g. the player, an error gets thrown: ``` NullReferenceException: Object reference not set to an...
### Description If Clients try to connect to a Server that hasnt started yet, those Clients will not sync their animations after spawn anymore. Should another Client spawn post Server...
**Is your feature request related to a problem? Please describe.** Situation: A client script is holding a reference to a NetworkBehaviour. The associated NetworkObject is despawned, and in response to...
### Description If we call NetworkManager.StartHost() and it fails to connect due to invalid IP address format (e.g. "127.0.0."), then the NetworkManager shuts itself down and seems to be unable...