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.
### Description NetworkList OnListChanged event is called only on host/server. How can the client be notified of changes to the list? ### Reproduce Steps Basic scene is here, including simple...
[Netcode] Received a packet with an invalid Hash Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Received Hash: 6209732060440105817, Calculated Hash:...
I'm able to send and receive Custom Named Messages, sync scene but I unable to receive any spawn objects messages. I'm using NGO v1.6.0 with Unity Transport v1.4.0 and our...
Hello. **What i do in older versions without network Prefabs List** In-Scene Placed NetworkObject Registration Steps: - Create an instance of a Network Prefab in your scene. - Select the...
**Feedback** Because NetworkList doesn't implement the same interfaces as System.Collections.Generic.List, so there's a bit of missing (and expected) functionality such as using LINQ extensions, usability with 3rd party libraries that...
**Is your feature request related to a problem? Please describe.** I want to do some basic processing of the underlying data in a network list of locations (For example, determine...
resolves #2675 ## Changelog Added: Added built-in serialization for UnityEngine.Pose ## Testing and Documentation - Includes unit tests. - Additions to doumention are necessary (need an update of https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/serialization/unity-primitives/)
**Is your feature request related to a problem? Please describe.** Unity provide a primitive struct called [Pose](https://docs.unity3d.com/ScriptReference/Pose.html), which is a composition of a `Vector3` and a `Quaternion`. This type is...
### Description When using a `NetworkList` with no `NetworkManager` in scene (in my solo mode), operations on the list (add, insert, remove, clear...) throws an NullReferenceException. This is because of...
**Is your feature request related to a problem? Please describe.** One type of functionality that I would very much like is the ability to run async RPC calls with a...