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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.

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**Is your feature request related to a problem? Please describe.** It takes several seconds to join a session through MultiplayerService. I'd like to let users cancel a connection attempt during...

type:feature
stat:imported

Description When calling a [ClientRpc] method from within the ConnectionApprovalCallback in a GameManager class, a ConnectionRequestMessage is unexpectedly received on the client side, resulting in an error. According to the...

type:bug
stat:imported

### Description In Distributed Authority, NetworkTransform sometimes stops working after repeatedly respawning or changing ownership. This issue occurs randomly, usually after 3–10 cycles of despawning, respawning, and updating ownership. When...

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

## Purpose of this PR (wip) This PR will be taking some of the projects created for user support and converting them over to examples with additional documentation. ### Jira...

### Description When a client spawns a `NetworkObject` via `NetworkSpawnManage.InstantiateNetworkPrefab()` there is no position or rotation data passed into `UnityEngine.Object.Instantiate()` and therefore the object is created at world 0,0,0. On...

type:bug
priority:medium
stat:imported

### Description When you have owner authoritative NetworkTransforms and are using re-parenting when your avatar is stepping on and off platforms, I notice that certain bugs that had been fixed...

type:bug
priority:medium
stat:awaiting-response
stat:imported