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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.

Results 436 com.unity.netcode.gameobjects issues
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Update linking for API ref in Documentation~

### Description I have a world of 400x400 tiles that is filled with Environment Objects such as trees. These are network behaviours with attached network object components. These generally get...

type:bug
stat:awaiting response
stat:awaiting triage
Investigating

### Description NativeArrays seem to throw a memory leak error if I attempt to serialize the class using them with INetworkSerializable. NetworkSerialize with a NativeArray and setting the Allacator.Persistent will...

type:bug
stat:Investigating

`NetworkTransform` in Netcode 1.11.0 (Unity 2022.3.10f1) can move objects with world space sync configuration to the incorrect location. This was initially reported as #2913, but I have now identified the...

type:bug
stat:awaiting-response
stat:Investigating
Stale

### Description OverFlowException when instantiating a object with networkvariables on it, using InstantiateAndSpawn when host is dedicated server ### Reproduce Steps 1. Make a dedicated server build 2. Have a...

type:bug
stat:awaiting response
stat:awaiting triage

**Is your feature request related to a problem? Please describe.** I want to have the ability to implement single player mode for WebGL, but host mode is not available there...

type:feature
priority:high
stat:imported

This is a feature related to the Unity Transport, not Netcode for GameObjects directly, so I don't know if this is the right place. I want to send and receive...

type:feature
stat:awaiting triage

**Is your feature request related to a problem? Please describe.** I am working on a VR multiplayer game and I need a simple way of parenting an object to the...

type:feature
stat:awaiting-response

Hey all, I found what I believe to be a bug in the new 2.0.0-preview-4 edition of NGO. If a networkobject present in your scene contains a NetworkList with a...

type:bug
stat:awaiting response
stat:awaiting triage

### Description I have an in-scene object (just using as simplifies testing) with four network variables with differing permissions: ```csharp // anyone can read but only server/host can write -...

type:bug
priority:high
stat:imported