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.
### Description When a message is deferred logic returns before NetworkMetrics.TrackRpcReceived is called and our tracking ends up providing inaccurate data. ### Reproduce Steps [The method returns](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs#L34) before [the metrics...
**Is your feature request related to a problem? Please describe.** Currently you have a limited amount of events which are used for workarounds. For example is the OnClientConnectedCallback often used...
Owner Authoritative NetworkAnimator does not work properly when ownership is assigned after spawning
### Description `NetworkAnimator` does some setup in `OnNetworkSpawn` that is behind a check of `if (IsOwner || IsServer)` If a client spawns a `NetworkAnimator` without ownership and then later receives...
### Description When a client disconnects from the server the server will destroy their PlayerObject regardless of how DontDestroyWithOwner is set. ### Reproduce Steps 1. Create a project with a...
When you open any free port (property UnityTransport.ConnectionData.Port = 0), then after the server starts, it is impossible to determine which port is attached. The property LocalEndpoint is in NetworkDriver,...
**Describe the bug** Custom class serialization without default constructor does not work **To Reproduce** Steps to reproduce the behavior: ``` [ServerRpc] public void TestServerRCP(Foo foo) { // foo is null...
maybe in public class UNetTransport : NetworkTransport ``` public string ServerBindAddress = ""; public override bool StartServer() { var topology = new HostTopology(GetConfig(), MaxConnections); if (ServerBindAddress != "") { UnityEngine.Networking.NetworkTransport.AddHost(topology,...
Hi everyone. Just a quick question, is there any way of getting the IP Address of a client? I would like to check the IP Address of all the clients...
**Suggested Changes** Currently NetworkObjectReferences are not allowed to be null, which limits their usability in custom structs. I have some clunky workarounds in place now to deal with cases in...
## Changelog - Added: Added `AnticipatedNetworkVariable`, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay - Added: Added `AnticipatedNetworkTransform`, which adds support for client anticipation...