-
## Summary
This is a proposal to add an event tracking system to MEP. This will help us gather data on player actions for instance level completion, fails, time spent, etc. The goal is to better unde…
-
```
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` …
-
It's not related to the code, but the CI scripts. Anybody want to volunteer? I'll give you maintainer privileges to do so
-
**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…
-
### Description
I am using an additive scene architecture, with a PersistentScene containing a singleton NetworkBehaviour for scene control (SceneController).
When a client joins, the PersistentSc…