Zachary Johnson
Zachary Johnson
### Legend of Equip Pants  AppStore: https://itunes.apple.com/us/app/legend-of-equip-pants/id731059930?mt=8
Confusing bug... I'm not sure really why sometimes I've run into the "duplicate GlobalObjectIdHash" error message as noted in the original post. @Laumania @NoelStephensUnity I can give you a bit...
I've documented 100% repro-rate bug with GlobalObjectId collisions in the Bossroom example which may be adjacent to this ticket, too: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/2644
The OnNetworkSpawn virtual method is called as each individual NetworkObject in your scene comes online. This means that some of your other NetworkObjects that were in the scene when it...
@NoelStephensUnity We're using SceneEventType.LoadEventCompleted to solve this problem at the moment in most cases where we needed something like this. That said, the requested feature here would still be a...
@NoelStephensUnity Related to this, I'm kind of shocked to find that I cannot call a ClientRPC from a NetworkBehaviour until after `SceneEventType.LoadEventCompleted`. Specifically, this is when loading a scene and...
@NoelStephensUnity Forgive the ambiguity of my previous statement. What I meant was: Specifically, this is when loading a scene and I want to call a ClientRPC on a NetworkBehaviour that...
@NoelStephensUnity thanks for the helpful note on the configurable SpawnTimeout I've got a related question now about the Loading Scenes section in the docs you sent me. It seems to...
@NoelStephensUnity it's kind of untenable for me unless we set the timeout to 9999 or some effective "forever" ... otherwise it would still be possible to load into a scene...
> As I understood it, you just wanted the ability to send RPCs immediately from an in-scene placed NetworkObject on the server side without having to wait for the scene(s)...