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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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**Describe the bug** If a network object has a Network Animator component and Animator.SetInteger is assigned by the Owner at runtime when host is running, the value loops around from...

type:bug
stat:backlog
priority:low
stat:imported

**Is your feature request related to a problem? Please describe.** As a user, if I try to connect two players, both with different Netcode versions, this produces very hard to...

type:feature
stat:awaiting triage
stat:backlog
priority:low

**Describe the bug** It seems NetworkObjects used to have the option to manually assign a hash in a field called `PrefabHash` that was used to associate the hash with the...

type:support
stat:awaiting response
stat:backlog

**Describe the bug** Currently in the develop branch, CheckObject Visibility delegates are not applied. All network objects regardless of delegates are spawned on clients. **To Reproduce** Start a server and...

type:bug
stat:awaiting triage
stat:backlog
stat:imported

### Bug Description When running a game using Netcode with an Android client, pausing the app (for example, by going Home or locking the screen) and resuming the app does...

type:bug
stat:backlog
priority:high
stat:imported

**Steps to produce:** 1. Create an empty GameObject and add NetworkManager component to it. 2. You will see the error popping up on the console immediately Expected behaviour: No errors...

type:bug
stat:awaiting triage
stat:backlog
stat:imported

### Description On Unity 2022.2.0a12, Latest version of NGO (hash: 6d54e2878bc80b92f32a618473162763b56b38ce), the package fails to compile. I feel this is related to https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1920 , I tried with different versions of...

type:bug
priority:medium
stat:imported

### Description I have a player prefab that is spawned by the NetworkManager. The player prefab contains a Rigidbody, a NetworkRigidbody, and a NetworkTransform. I am trying to set the...

type:bug
priority:low
stat:imported

### Description I've got a scene where the server spawns in x separate objects (all with NetworkObject components) as children of a single "Spawner" object, which also has a NetworkObject...

type:bug
priority:low
stat:imported

### Description [Documentation](https://docs-multiplayer.unity3d.com/netcode/current/basics/networkvariable) implies that you can create your own custom network variable structures such as [NetworkDictionary](https://github.com/Unity-Technologies/multiplayer-community-contributions/blob/095d1c78b77f405b44c9ff4ae20c3a01f6d3cddc/com.community.netcode.extensions/Runtime/NetworkDictionary/NetworkDictionary.cs#L77) in the community package: > DISCLAIMER The NetworkVariable and NetworkList and implementations are...

type:bug
priority:low
stat:imported