Zachary Johnson

Results 53 comments of Zachary Johnson

Using the built-in jitter and packet loss tools it is very easy to recreate this. I independently ran into this doing network condition testing... introducing small jitter or sufficient packet...

@NoelStephensUnity Hey Noel! I did realize that packet delay would be doubled, but I don't think I made the kind of obvious mental connection that jitter and drop rate were...

The default Max Payload Size is 6144. I'm getting "Couldn't add payload of size 17135 to reliable send queue. Closing connection 1 as reliability guarantees can't be maintained" for one...

It's quite the annoyance that spawning with parent isn't possible... the network message to spawn should include the parent so that's an atomic operation. There's a toooon of other code...

Random sidenote for somebody: ParrelSync doesn't sync your custom Netcode package that you've made custom edits to... so remember to make a new clone. ;p

NetworkObjectReference and NetworkBehaviourReference should both support null, not just for RPCs but also for people implementing their own INetworkSerializable. When implementing INetworkSerializable on a struct which contains a gameObject reference...

> @zachstronaut We are looking into this issue as a potential candidate for the next release after the up-and-coming v1.7.0. Pretty please with sugar on top for the next release!...

@pnarimani the fix supplied above does work, but I sure would love to see this in an official release so I can stop re-patching it in manually! The fix: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/2346#issuecomment-1685354716

Also, the value actually doesn't ever change... which is why there's no callback event. The server/host and the remote client actually become out of sync in terms of their value...