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.
### Title WriteDelta does not work correctly for `NetworkVariable` due to incorrect handling of duplicates in `ListSerializer` ### Description The `Duplicate` method in the `ListSerializer` does not make copies of...
### Description [Netcode] Received a packet with an invalid Hash Value. When attempting to establish a connection between a Windows PC and a Mac in my multiplayer game, I receive...
### Description After upgrading Multiplayer PlayMode 1.3.0, an assembly conflict exists causing non-compilation. Assembly with name 'Unity.Multiplayer.Playmode.Common.Editor' already exists (Packages/com.unity.multiplayer.playmode/Common/Editor/Unity.Multiplayer.Playmode.Common.Editor.asmdef) Assembly with name 'Unity.Multiplayer.Playmode.Common.Editor' already exists (Packages/com.unity.multiplayer.playmode/Common/Editor/Unity.Multiplayer.PlayMode.Common.Editor.asmdef) Assembly with name...
When using connection approval and setting the players position and rotation, it doesn't work correctly. It always spawns at 0,0,0 with rotation 0,0,0. I upgraded from 1.7.1 to 2.0.0, and...
Auto spawned Player objects spawning on clients when Spawn With Observers is false (NGO 2.0.0 only).
### Description With the Spawn With Observers flag unticked on the Player prefab Player objects of other clients will spawn on a client, but (correctly) not its own. NGO 1.11.0...
### Description In Distributed Authority mode, calling an RPC with the `[Rpc(SendTo.NotOwner)]` attribute triggers the warning: `[Invalid Target] There is no server to send to when in Distributed Authority mode!`...
Physics 2D module dependency is missing in package.json. I understand that this is nitpicky and I would make a pull request myself, but it would take me more than 20...
Resolves issue when a player object is destroyed leaving the client connection intact - observers would be removed from network objects and not restored when a new player object is...
### Description When the client’s Player is destroyed it’s also removing the client as an observer on other network objects. Here is a [simple test scene](https://drive.google.com/file/d/1uek_FcDhn0Qe_Zzc2X4DTe8WzFpbkrOH/view?usp=drive_link) ### Environment - OS:...
Some points fixed: - Reduce nested if. - Reduce complexity cyclomatic. - add Guard clauses.