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.
[NetworkList](https://github.com/s-omeilia-unity/com.unity.netcode.gameobjects/blob/develop/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs) has the generic constraints `T : unmanaged, IEquatable`. When looking through `NetworkList.cs`, it does not seem that the `IEquatable` constraint is actually used anywhere. Is there a reason for...
**Is your feature request related to a problem? Please describe.** Using a NetworkShow and CheckObjectVisibility is known to be impossible, and there were already some discussions about it in the...
### Description Sometimes, when connecting a new client into a server, the Tick delegate of the clients that are already connected stops being called for half a second more or...
### Description I'm experiencing some serious slow downs in the editor from the following: EditorApplication.hierarchyChanged: Unity.Netcode.Editor.NetworkManagerHelper.EditorApplication_hierarchyChanged I'm seeing on the order of 100ms per frame or more on this call...
We got this error after upgrading our project from Netcode version `1.2.0` to `1.5.2`, which prevents us going forth with the upgrade for now. I've redacted the "message content" in...
### Description Calling `StartClient()` or `StartHost()` from within an `OnServerStopped()`/`OnClientStopped()` callback leads to inconsistent state. ### Reproduce Steps 1. `NetworkManager.Singleton.OnServerStopped += MyOnServerStoppedHandler` 2. `NetworkManager.Singleton.StartHost()` 3. Wait for a few seconds...
### Description When a Client connects to the Host, the Host gets the following error and the Client doesn't finish connecting. This happens with `SteamNetworkingSockets` transport, not locally with `UNetTransport`....
### Description Hello,I find when use the WriteValuePacked api to pack a float value, it will convert the float to uint.Due to the storage format of the float the convert...
**Is your feature request related to a problem? Please describe.** I work with a lot of async Tasks and UniTasks in my project, and I like to include the destroyCancellationToken...
I try to change the authority mode for client's players objects after they got initialized. I use the ClientNetworkTransform sample script that overrides the OnIsServerAuthoritative() method to return the right...