Marc-Antoine Fortier
Marc-Antoine Fortier
Yes (with more stuff and levels of nesting, but the general idea is there) ! And yes, we are deleting each MobEncounter_# GameObject when that mob is killed.
Hello @NoelStephensUnity ! Thanks for your time. I'm well aware of the purpose of this error message and this is not what is happening in my case. I invite you...
No worries ! 😄 Thanks @NoelStephensUnity !
Same here !
I did some digging and the problem seems to come from the base NetworkTransform's `m_HasSentLastValue` private field being initialized to `false`. This mechanism is supposed to duplicate the sending of...
> To fix, I had to override the NetworkSceneManager, SceneNameFromHash return value, and hardcode a name :( @thecosmicstudios Did you use reflection to set your overridden NetworkSceneManager into the SceneManager...
I've just had the same surprise as you, expecting it would've worked like you're describing but it isn't.
Me too ! 😍 They seems to use Unity's internal ILPostProcessor to do code weaving. https://github.dev/vis2k/Mirror/blob/1631402bd7cad3f349f12a4e0d4eb82821c382a9/Assets/Mirror/Editor/Weaver/EntryPointILPostProcessor/ILPostProcessorHook.cs#L139 https://forum.unity.com/threads/how-does-unity-do-codegen-and-why-cant-i-do-it-myself.853867/