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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 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...

type:bug
priority:medium
stat:imported

**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...

type:bug
priority:medium
stat:backlog
stat:imported

### 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...

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

### 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...

type:feature
stat:imported

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...

type:feature
stat:awaiting triage

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...

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

### 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....

type:feature
priority:low
stat:import
docs

**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...

type:feature
stat:awaiting response

**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...

type:feature
stat:awaiting triage