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Hi! I’d like to ask if you’re planning any updates to the Transport for NetCode in version 1.9.1? I’ve noticed that you’re using a really outdated version, which still has many bugs and isn’t sufficie…
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```
Enhancement: add network play (discuss desired features in comments to this
bug)
Enhancement: support in-game voice chat
```
Original issue reported on code.google.com by `richard...@gmail.com` …
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```
Enhancement: add network play (discuss desired features in comments to this
bug)
Enhancement: support in-game voice chat
```
Original issue reported on code.google.com by `richard...@gmail.com` …
-
```
Enhancement: add network play (discuss desired features in comments to this
bug)
Enhancement: support in-game voice chat
```
Original issue reported on code.google.com by `richard...@gmail.com` …
-
```
Enhancement: add network play (discuss desired features in comments to this
bug)
Enhancement: support in-game voice chat
```
Original issue reported on code.google.com by `richard...@gmail.com` …
-
```
Enhancement: add network play (discuss desired features in comments to this
bug)
Enhancement: support in-game voice chat
```
Original issue reported on code.google.com by `richard...@gmail.com` …
-
```
Enhancement: add network play (discuss desired features in comments to this
bug)
Enhancement: support in-game voice chat
```
Original issue reported on code.google.com by `richard...@gmail.com` …
-
```
Enhancement: add network play (discuss desired features in comments to this
bug)
Enhancement: support in-game voice chat
```
Original issue reported on code.google.com by `richard...@gmail.com` …
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### Description
If you call NetworkShow() on a NetworkObject and then Despawn(true) before the network tick runs it gets the server into a livelock state that requires it to be restarted. This is b…
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**Describe the bug**
If too many network objects are spawned at once, they are spawned for the host, but not for the client (with Unity Transport).
**To Reproduce**
Steps to reproduce the behavio…