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.
### Description I have a custom struct that is INetworkSerializable. That struct has an array of another struct that is INetworkSerializable. This won't compile and I get the error The...
**Describe the bug** While trying to implement custom serialization of data to be given to Rpcs, I found myself implementing methods: ``` public static void ReadValueSafe(this FastBufferReader reader, out List...
### Description https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/ba302860e6edf4e710633145e96592eab06d310a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs#L217-L219 When a client owner is removed **UpdateNetworkProperties** is called on the server with the previous **OwnerClientId** still set, which leads to wrong values in **NetworkBehaviour.IsOwner**, **IsOwnedByServer** and...
### Description `OnNetworkSpawn()` is not called on NetworkBehaviours under these circumstances: 1. If _Reload Scene_ and _Reload Domain_ are disabled - `OnNetworkSpawn` will not be called just for the first...
It would be nice if there is read access to the NetworkPrefab array. Right now i need to make a copy of that array to Instantiate and spawn objects via...
For reasons unknown, UTP's maximum frame time was configured to 100ms in the editor or development builds (instead of its default value of 0 which disables this feature). The maximum...
### Description I would expect that spawned, but de-activated, GameObjects get despawned when the server/host shuts down, but this doesn't seem to happen.... because the de-activated NetworkObjects are ignored by...
### Description When the server disconnects a client through NetworkManager.Singleton.DisconnectClient([clientId]), OnClientDisconnectCallback is not triggered. It is triggered when the client disconnects itself. ### Reproduce Steps 1. Subscribe to NetworkManager.Singleton.OnClientDisconnectCallback 2....
**Is your feature request related to a problem? Please describe.** I have a lot of asnyc operations that rely on NetworkedObjects (Client side). Therefore I require a reference to the...
**Is your feature request related to a problem? Please describe.** So currently, when using custom classes with NetworkVariable and NetworkList, the code fails to recognize when the custom classes have...