com.unity.netcode.gameobjects
com.unity.netcode.gameobjects copied to clipboard
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.
Allows `NetworkObjectReference`s and `NetworkBehaviourReference`s to be null This PR implements this request: https://forum.unity.com/threads/networkobjectreference-cant-be-null-though-that-seems-like-a-perfectly-valid-use-case.1373304/ which has its own issues https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/2346 and https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/1693 This PR adds support for `NetworkObjectReference` and `NetworkBehaviourReference` to...
### Description In Multiplayer Playmode the editor window that opens for a Virtual Player once popped up the reminder to set up Unity's cloud services (although nothing needed to be...
### Description When building a project using `[Rpc(SendTo.***)]` with NGO 1.8.0, the build in Xcode fails with this error for every Rpc in the Project: `buildPath/Il2CppOutputProject/Source/il2cppOutput/Assembly-CSharp.cpp:5925:9 no matching function for...
This fix assures a host will invoke `OnClientDisconnectCallback` for its local client when it is internally shutting down. fix: #2789 ## Changelog - Fixed: Issue where the host was not...
[Netcode] A ConnectionRequestMessage was received from the server on the client side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the...
[Netcode] A ConnectionApprovedMessage was received from a client on the server side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the...
### Description A clear and concise description of what the bug is. User1 makes a server and is the host. When User2 joins the server using the room code, this...
### Description I am trying to Preload Network prefabs from addressables without spawning, the sequence of the process is that I run the server, invoke preload, then run the client....
Allows users to spawn nested NetworkObjects in prefabs. This is done using a new dependent NetworkObjects system. When you spawn a prefab with nested NetworkObjects, all of the nested NetworkObjects...
**Is your feature request related to a problem? Please describe.** Being able to set a NetworkObjectReference to NULL seems like it should be a valid use-case. As it is, there's...