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.
First pass of sending `ILPPMessageProvider.NetworkMessageTypes` when using a distributed authority network topology. ## Changelog NA ## Testing and Documentation - Includes integration test. - No documentation changes or additions were...
Right now IPv4 and IPv6 work, but not at the same time. I would like both IPv4 and IPv6 support at the same time on a host or server. Clients...
NetworkRigidbody automatically sets Rigidbody.isKinematic to false on server side. Please add dafaultIsKinematic variable to NetworkRigidbody so I should decide if I want to init a NetworkObject with kinematic RigidBody on...
This PR adds an additional Multiplayer->Netcode for GameObjects property to control whether the in-editor `NetworkBehaviour` check for an associated `NetworkObject` is performed.  [MTTB-373](https://jira.unity3d.com/browse/MTTB-373) fix: #2966 ## Changelog - Added:...
Expose the ability to use RPC especially on WebGL to allow us to easily make a single player mode while still using netcode usually as a host. ## Changelog -...
When syncing the local time from the server to the client we need to use half the RTT time to get the local time in sync with the server. Otherwise...
Backport of #3031. This PR adds an additional Multiplayer->Netcode for GameObjects property to control whether the in-editor `NetworkBehaviour` check for an associated `NetworkObject` is performed.  [MTTB-373](https://jira.unity3d.com/browse/MTTB-373) fix: #2966 ##...
Hi I have a custom player prefabs where each client sends a payload of the prefab he had chosen to play with, the server has Connection Approval enabled and from...
This PR contains a handful of `NetworkTransform` fixes pertaining to parenting, the initial synchronization of newly joined clients when NetworkObjecs are parenting, as well as the issue with not being...
This PR provides an alternate way to register a `NetworkRigidbodyBase` instance (child) with a root `NetworkRigidbodyBase` instance (parent) for tick synchronizing a joint attached child's state updates with the parent's/root's...