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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.

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Fixing `Library\PackageCache\[email protected]\Editor\NetworkTransformEditor.cs(160,17): error CS0103: The name 'go' does not exist in the current context` when "physics" disabled in built-in packages, but "physics2D" enabled ## Changelog - Fixed: declaration and initialization...

### Description When a client, that is not the host, executes an Rpc with target set to NotMe, the host will execute the Rpc twice, locally. ### Reproduce Steps 1....

type:bug
priority:high
stat:imported

I'm using NetworkVariables for configuring some NetworkObjects before spawning and a lot of LogWarnings: `NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. Are you modifying a NetworkVariable before...

type:support
stat:awaiting response
stat:awaiting triage

**Is your feature request related to a problem? Please describe.** When using the convenient helper InstantiateAndSpawn there is no way to initialize components of the object before OnNetworkSpawn runs. Specifically,...

type:feature

**The problem:** Change ownership of physic gameobject makes it goes back and forth on its path. https://user-images.githubusercontent.com/19595534/208450265-13ba370e-971e-40d6-a28f-ae9c02283256.mp4 the client that lose the ownership see this bug I think because when...

priority:medium
stat:imported
type:docs

### Description It's possible that it's a bug in my code rather than the other way round - but basically I'm logging a network variable in a client, and then...

type:bug
stat:awaiting response
stat:awaiting triage

### Description (Animations are working and everything but the exception is logged anytime I switch to another animation) [Netcode] [DestinationState To Transition Info] Layer (0) does not exist! UnityEngine.Debug:LogError (object)...

type:bug
priority:high
stat:imported

This is a long shot and I'm assuming/guessing things based on what I have researched. I also know I'm pushing the limits here - but hey somebody have to do...

type:support

This PR removes the hard RequireComponent of Animator from component NetworkAnimator. The reason is that NetworkAnimator does not in fact require an Animator object to be on the game object,...