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### Description
When using `SetParent` on Server for UI, Client ignores the `worldPositionStays` param, throws a warning: `Parent of RectTransform is being set with parent property`
### Reproduc…
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### Description
I would expect that spawned, but de-activated, GameObjects get despawned when the server/host shuts down, but this doesn't seem to happen.... because the de-activated NetworkObjects…
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### Game name
SpiderHeck
### Request type
Updating information of the existing game on the feed
### Target frameworks, package dependencies
- `netstandard2.0`
- No dependencies
### Allowed as…
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This page hasn't been updated since the official v1.0.0 release of Netcode for GameObjects, and still presents the installation instructions to the user as 'how to install this WIP package', instead o…
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**Describe the bug**
If a network object has a Network Animator component and Animator.SetInteger is assigned by the Owner at runtime when host is running, the value loops around from a very large ne…
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### Description
Any update on this? I updated to Netcode v1.0.1 and IsOwner is false for my player objects during OnNetworkSpawn(). I've got a workaround for the few instances that I currently use …
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So I noticed that if I try to disconnect from a server (for example a lobby server that doesn't manage scenes) and try to connect to another server (for example game server that manage scenes), it doe…
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## 목적
> Netcode for Gameobjects로 Multiplayer 기능 테스트.
## 작업 상세 내용
- [x] Synchronized transforms
- [x] Scene changes
- [x] Hosting
- [ ] Lobbies
## 참고 사항
- [x] https://www.notion.so/2021…
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### Description
I have a player prefab that is spawned by the NetworkManager. The player prefab contains a Rigidbody, a NetworkRigidbody, and a NetworkTransform. I am trying to set the initial posi…
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Looks like the goldenpath tutorial series thing hasn't been updated since Ye Olde Days of MLAPI, which probably is causing quite a bit of confusion for new users of Netcode for GameObjects (using the …