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 `NetworkManager.ApprovalTimeout()` is called during the connection process on clients, but will always no-op because `NetworkManager.PendingClients` is not populated on the client. ApprovalTimeout Coroutine Invoke: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs#L1505 PendingClients conditional: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs#L1427...
### Description I added this Netcode package to an empty project targeting WebGL on MacOS platform. I realize that the default transport, UTP, does not work on WebGL. I am...
This fixes an issue where a trigger activated transition would be synchronized twice: 1. Once when the trigger was set 2. Once when the NetworkAnimator detected the animation state change...
Renames NetwoirkBehaviourUpdater's `m_Touched` to `m_DirtyNetworkObjects` Instead of scanning all spawned objects, for each client, then checking visibility and updating, we now scan only over the dirty objects and then over...
When synchronising `Animator` with `NetworkAnimator` component the second client (if number of clients is greater than 2) was not synchronised when `IsServerAuthoritive()` is false. ## Changelog - Fixed: `NetworkAnimator` was...
**Feedback** All old releases are prefixed with "v", but not for the new API releases. It could be confusing to remember which one is the new API tag (with/without v?)...
### Description Setting a NetworkAnimator boolean parameter to a value (e.g. `false`, was `true` before), then starting a Coroutine to set it back to the previous value (`true`) next frame...
### Description High load is applied when turning to the background on iOS ### Reproduce Steps 1. Build your application on iOS 2. Launch application on iPhone 3. Turn the...
**Is your feature request related to a problem? Please describe.** NetworkAnimator require to be on the same game object as Animator, but it looks that by design it's not necceserly....
Presently every NetworkObject is checked for each client every tick to see if it has dirty NetworkVariables that require syncing. This causes poor performance with large numbers of NetworkObjects as...