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.
If we have scene network objects that have network variables, when the clients load these objects by loading the scene (controlled by the Network Manager), these network variables will remain...
If we happen to write to a network variable at the same time as we're leaving the scene, we get a null ref exception GameObjects (including networked ones) are being...
Hello, currently the server synchronizes its list of clients connected to the server with all authenticated clients on the server. In my current project, I can't think of any use...
**Is your feature request related to a problem? Please describe.** I would like to generate prefabs procedurally at runtime. I can easily register them with `NetworkManager.PrefabHandler.AddHandler`. The only missing part...
NetworkAnimator throws an exception on the host/server when the scene has NetworkObjects that are not observed by all clients, for example if some clients have those NetworkObjects as hidden via...
Issue: NetworkAnimator.Awake is a private method. As the class is expected to be inherited from, OnIsServerAuthoritative for example, you should never make Unity messages private. Resolution: private Awake() => public...
Hello, I was making a custom NetworkTransform inheriting from NetworkTransform such as the ClientNetworkTransform, and I wanted to add a new exposed field to it. This field doesn't show up...
ReStartClient wiil get this error [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...
### Description I cannot make a peer-to-peer local connection because of this trouble. This issue also happenes with another errors: 1) NullReferenceException: Object reference not set to an instance of...
### Description [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...