Ecosyste.ms: Timeline
Browse the timeline of events for every public repo on GitHub. Data updated hourly from GH Archive.
NoelStephensUnity created a review on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Are you using the default UnityTransport or a 3rd party transport?
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Were you just using UnityTransport or a different transport when you got this error message?
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
It is a known issue that a distributed authority session would not synchronize properly when scene management is disabled. This was fixed in PR #3135 and will be included in the next update of NGO ...
NoelStephensUnity deleted a branch Unity-Technologies/com.unity.netcode.gameobjects
releaseAutomation/1.12.0
NoelStephensUnity pushed 1 commit to release/1.12.0 Unity-Technologies/com.unity.netcode.gameobjects
- Added setup necessary for release automation of NGO (#3141) generated files for release automation within Unity org 08e07df
NoelStephensUnity closed a pull request on Unity-Technologies/com.unity.netcode.gameobjects
Added setup necessary for release automation of NGO
This PR adds necessary files to set release automation for 1.12.0 release of NGO as discussed with @NoelStephensUnityNoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
This is no longer an issue.
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Netcode for GameObjects & 2022.3 (LTS)
Netcode for GameObjects targets the following Unity versions: Unity 2020.3(LTS), 2021.3(LTS), and 2022.2 Does it not target 2022.3 (LTS)?NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
This is resolved via the `NetworkBehaviour.OnOwnershipChanged` addition.
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Add an event for every clients when object ownership changed
**Is your feature request related to a problem? Please describe.** There is no easy way to have an even triggered when the ownership of an object has changed. We have `NetworkBehaviour.OnOwners...NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Parenting a networkobject be allowed when rootparent is networkobject and direct parent is not
**Is your feature request related to a problem? Please describe.** Currently a spawned NetworkObject can only be parented to another network object, so e.g when a user wants to parent a NetworkO...NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Manually set `NetworkObjectId`
**Is your feature request related to a problem? Please describe.** I am porting a single user app to a multi user experience and need to make sure interactable objects are synced. My existing app ...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
NGO v2.1.1 provides two new events: `NetworkManager.OnInstantiated` which is invoked when the `NetworkManager` is instantiated. `NetworkManager.OnDestroying` which is invoked just before the `Netwo...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Request to make NetworkManager.OnSingletonReady public
I ask if it's possible to turn this internal event into a public, this event already exists in the NetworkManager. ![image](https://user-images.githubusercontent.com/14992320/213107904-05678e18-...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
This has been resolved in documentation and samples.
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Timeout Parameters for Connection Approval Are Not Respected
### Description The NetworkConfig.ClientConnectionBufferTimeout parameter does not appear to provide any functionality. Instead, clients are always timeout and disconnected if approval goes on p...NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
How to use RPCs correctly unclear for new users
**Feedback** There are a few ways to wrongly define an RPC. If a user wrongly defines an RPC they get no error message at compile or runtime and instead the RPC is executed like a regular C# func...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
We will be updating the documentation about not using an interface as a parameter or type for serialization purposes.
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Don't know how to serialize INetworkSerializable. RPC parameter types must either implement INetworkSerializeByMemcpy or INetworkSerializable.
### Description The error message given when using `INetworkSerializable` as an RPC parameter is either incorrect or self-contradictory. ### Reproduce Steps ``` using Unity.Netcode; // ....NoelStephensUnity created a review on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
We will need an up-port of this to the develop-2.0.0 branch.
NoelStephensUnity created a review comment on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
I thought about that but realized I would need to replicate that code in the NGO SDK to get a DAHost to handle this...which would sort of defeat that particular test. The downgrade check should be...
NoelStephensUnity created a review on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity created a review comment on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
Nothing really... it is a matter of preference in this particular case. Using TestFixtures and Values helps to reduce the script footprint... but in reality it is a matter of preference... I perso...
NoelStephensUnity created a review on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity created a review comment on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
By the time it reaches that point the clients will have already been verified connected. That wait condition is waiting for the client to notify it had been disconnected.
NoelStephensUnity created a review on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity pushed 1 commit to develop Unity-Technologies/com.unity.netcode.gameobjects
- Update README.md Adding note about where to find the NGO v2 branch along with the examples. 6e777f9
NoelStephensUnity deleted a branch Unity-Technologies/com.unity.netcode.gameobjects
fix/server-only-revent-v2-issues-discovered
NoelStephensUnity pushed 1 commit to develop-2.0.0 Unity-Technologies/com.unity.netcode.gameobjects
- fix: Server only session issues with parent synchronize and networkobjecteditor (#3139) * fix Fixed issue where N... 2b0a9b2