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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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**Feedback** There are a few ways to wrongly define an RPC. If a user wrongly defines an RPC they get no error message at compile or runtime and instead the...

type:feedback
priority:low
stat:import

**Is your feature request related to a problem? Please describe.** It is currently not possible to set a NetworkObject as the player's player object without destroying/instantiating back the object. **Describe...

type:feature
contributions welcome
stat:awaiting triage

Whenever a client connects to my server I get spawned with dozens of identical warnings about some metrics – but I have no idea what these metrics are or how...

priority:medium
type:support
stat:imported

**Is your feature request related to a problem? Please describe.** Its more so a retcon, previous versions of MLAPI had in its NetworkManager a public NetworkPrefab List. Now with the...

type:feature
stat:awaiting triage

### Description Components have inconsistent names in the "Add Component" menu. Some of them have spaces and some do not. ### Reproduce Steps 1. Select a GameObject 2. Click "Add...

type:bug
priority:low
stat:imported

### Description Hi! guys! I just upgrade to Netcode preview 9, and found a strange behaviour. I had a network behaviour object that will switch ownership from server to client....

type:bug
priority:low
stat:imported

### Description Instantiating a NetworkObject prefab and passing in a NetworkObject parent causes the client to error with `NotServerException`. ### Reproduce Steps 1. Start server 2. Connect with client 3....

type:bug
priority:low
stat:imported

### Description The `PhysicsPlayer` cannot be controlled (using WASD or arrow keys) by the client, it doesn't move at all. ### Reproduce Steps 1. Open the `PhysicsSample` scene 2. Host...

type:bug
priority:low
stat:imported

This is an example of how the user could implement a more sophisticated timeline, changing NetSim parameters through the Unity's Animation system. The changes on [#2048](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2048) allowed the creation of...

[The doc page on NetworkObject parenting](https://docs-multiplayer.unity3d.com/docs/advanced-topics/networkobject-parenting/index.html) describes a very common situation in which one parents an item (say a picked up weapon) to part of the player (say the hand)....

type:support
stat:awaiting response