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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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As mentioned in this [thread](https://forum.unity.com/threads/nullable-types-for-networklist-networkvariable.1269746/#post-8088581) FixedString*Bytes types can no longer be used directly as network variables. I see in the pre8 release notes the handling of structs has changed, it...

type:support

### Description When tried to spawn a lot of NetworkObjects, an error occurred: Max message size cannot be greater than 65527 UnityEngine.Networking.NetworkTransport:Send (int,int,int,byte[],int,byte&) It will also occurred when the client...

type:bug
stat:wontfix

**(WIP)**_Refactoring: removing public facing API changes_ When a client is disconnected from a network session for external reasons there is no easy way for a user to reconnect the client...

When setting a small jitter in a Unity Transport component (say 3 ms), a connecting client will be almost immediately disconnected with the following error: "Couldn't add payload of size...

type:support
stat:awaiting triage

### Description Hello, I have a separate Server project that handles CharacterSpawns, which clients can control via ServerRpc requests. And i have a separate Client project that, except the camera...

type:bug
stat:awaiting triage
stat:imported

### Description When using a server authoritative NetworkTransform model while also using NetworkRigidbody and Rigidbody, if you attempt to teleport a NetworkObject from one location to the next the client-side...

type:bug
stat:awaiting triage
stat:imported

**Describe the bug** When you remove the ownership of an `NetworkObject`. `IsLocalPlayer` is not true for the localPlayer but `NetworkManager.Singleton.LocalClientId` is still the same as before. **To Reproduce** Create `NetworkObject`...

type:bug
priority:low
stat:imported

**Is your feature request related to a problem? Please describe.** IMHO, it's a valid use case to have a NetworkObject at the root of some prefab and NetworkBehaviours nested under,...

type:feature
stat:awaiting triage

**Is your feature request related to a problem? Please describe.** Say I need to create a online game with multiple scenes. For each player, he/she only exists in one scene,...

type:feature
stat:awaiting triage

**Is your feature request related to a problem? Please describe.** I'm finding it easy to accidentally add `[ClientRpc]` or `[ServerRpc]` methods to `MonoBehaviour`-derived classes, where clearly they won't do anything....

type:feature
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