Zachary Johnson

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@NoelStephensUnity My use case is kind of making up for the fact that Netcode doesn't have client side predictive spawn... you can't have a NetworkBehaviour on a client until you...

@NoelStephensUnity Yes, that would be great. If I can spawn a NetworkObject on the client side, with client ownership, and immediately be able to read/write its NetworkVariables and call server...

It's also possible `InitializeVariables()` or `UpdateNetworkProperties()` are better candidates for the `virtual` method?

> Yeah. Currently you have to invoke base.OnNetworkSpawn within any override to assure CanCommitToTransform is set. Your suggested fix would resolve the potential for this issue. Well, the race condition...

@NoelStephensUnity Thanks, a way to set order of execution amongst NetworkBehaviours is useful. I still think there's utility in exposing the PreSpawn and Spawn both rather than just Spawn. I've...

The object I was re-parenting was IsSpawned == true but the re-parenting was still silently failing. It's possible the NetworkObject I was targeting as a parent was not itself IsSpawned...

@NoelStephensUnity yes, I solved it via creating my own callback from a scene event handler sort of like your suggestion. I think it is a bug though that re-parenting can...

Sure, I just RPCed from the authoritative side for now, and luckily in this case the RPC was pretty simple. But, sometimes you need to use context from the collision...

Yes, an actual rigidbody simulation is a whole different beast! Let's set the aside for a second. I was more just referring to OnCollisionEnter/OnTriggerEnter from colliders which still requires a...

I'm actually not sure why I didn't propose adding this logging to NetworkMetrics.cs track methods which is a lot cleaner? Although, it seems like TrackRpcReceived _isn't_ called 100% accurately after...