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Hi,
I have no idea how to reproduce it as this is the first and only time I see this, and it says I should report it to you, so here we go:
[Netcode] Received a packet with an invalid Magic Valu…
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Library\PackageCache\com.community.netcode.transport.photon-realtime@1d5be27015\Runtime\PhotonRealtimeTransport.cs(260,30): error CS0115: 'PhotonRealtimeTransport.Initialize(NetworkManager)': no suita…
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My f1 key isn't being registered by the mod to allow me to go into ghost mod. I've tried rebinding the key to other keys but it doesn't allow me to go into ghost mode. I've tried restarting my game, u…
Nzii3 updated
10 months ago
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in the note in Permissions it states
"IMPORTANT
Since Netcode for GameObjects uses a server authoritative model, the server will always have read or write permissions to any NetworkVariable. As an …
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### Description
I've noticed a breaking change or bug regarding the initial syncing of in-scene places NetworkObjects that had either their position changed before a client connects, or which are i…
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### Description
Hi, I noticed that in NetworkManager we have an event for when a client connects / disconnects, but for the server we only have the "started" one.
```
public event Action OnCl…
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Collecting a few points of feedback into a single ticket to save some time (from [this slack thread](https://unity.slack.com/archives/C02E35U1AA0/p1675697007663569)). A coworker and I are going throug…
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**Is your feature request related to a problem? Yes in unity people usually use NetCode.GameObjects for networking and without a transport, many people cannot use the networking feature.
This doesn't…
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### Description
Whenever there is an animation playing it presents this message:
Others state this only plays when jump and fall animations play I am not sure.
### Reproduce Steps
1. Att…
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I have a UI scene akin to a lobby, with an in-scene player list that's a network object, when a player connects, a player row prefab, also a network object, gets instantiated on the server side and ad…