Marc-Antoine Fortier
Marc-Antoine Fortier
You can still manage the list programmatically by registering the prefabs you want using NetworkManager.Singleton.PrefabHandler.AddHandler(a prefab, an handler) in a script instead of registering them using the serialized list "Network...
Hi @kaygundraka, I think it's a duplicate of a bug I've filed: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/1759 https://issuetracker.unity3d.com/issues/networktransform-dot-teleport-interpolates-on-client-when-another-transform-change-occurs-on-the-same-frame
@kaygundraka, if you need a workaround, you can in the meantime do something like this: ```cs public static class NetworkTransformExtensions { public static void PatchedTeleport(this NetworkTransform self, Vector3 newPosition, Quaternion...
Prior to Unity 2019.3, the `UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.DirtyAllScripts` method existed and was used through reflection to force a recompilation. But now there is a public "preferred" way to do it without using...
Same here. Even after installing missing `raf` and `tween` as peer dependencies.
Okay, I found a solution. It seems that a Gatsby site in production when you set a ref on a component, it stays null. But... if the ref is set...
Mine works, see my previous comments 😜