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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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### Description If you put the console to sleep for a long period of time the console will hang for a period of time. ### Reproduce Steps 1. Start the...

type:bug
priority:high
stat:imported

I am developing an online game using Netcode and addressales, but Netcode cannot load scenes from addressales, which will affect my game development to some extent. For this reason, I...

type:feature
stat:imported
Tracking

WIP Getting integration tests specific to distributed authority working with comb-server. ## Changelog - Added: WIP - Fixed: WIP ## Testing and Documentation - Includes integration tests and updates. -...

Addressable scene loader changes

### Description Hi, we've updated our netcode version from 1.11 to 1.13 to fix the bug with NetworkVariables not reinitializing. Now after updating our ClientNetworkTransforms are not syncing anymore if...

type:bug
stat:awaiting-triage
stat:reply-needed

### Description [Netcode] A ConnectionApproveMessage was received from the server when the connection has already been established. NetworkTransport: Unity.Netcode.Transports.UDP.UnityTransport UnityTransportProtocol: Unity Transport. This should not happen. Please report this to...

type:bug
stat:awaiting-triage
stat:reply-needed

**Is your feature request related to a problem? Please describe.** Yes. Currently, NetworkTransform (and ClientNetworkTransform) [desyncs](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/3435) if you disable the gameobject it is attached to. I am currently instead disabling...

type:feature
stat:awaiting-response
Stale

### Description [Docs](https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/client-anticipation/#the-anticipated-value) says that calling Anticipate on server changes both the anticipated and authoritative values. This is not true for my use case. If I change AuthoritativeValue directly it...

type:bug
stat:awaiting-response
Stale

### Description When using Unity's Owner Network Animator to synchronize a trigger-based animation on a non-base Animator layer, the animation plays instantly on remote clients without respecting the configured transition...

type:bug
stat:awaiting-triage
stat:reply-needed

[MTTB-950](https://jira.unity3d.com/browse/MTTB-950) implements: #2668 fixes: #2359 ## Changelog - Added: Mappings for ClientId to TransportId ## Testing and Documentation - Includes unit tests. ## Backport Backported in #3515