Ecosyste.ms: Timeline
Browse the timeline of events for every public repo on GitHub. Data updated hourly from GH Archive.
NoelStephensUnity created a branch on Unity-Technologies/com.unity.netcode.gameobjects
fix/remove-timeouts-from-tests - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
NoelStephensUnity created a review on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
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
@qjonathan Have you updated to NGO v1.11.0 and if so are you still seeing this issue?
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
The fix for this will be in the next v2.2.0+ update of NGO.
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
GlobalObjectIdHash contains invalid if networked prefab was edited from Prefab mode
### Description Whenever I edit Networked Prefab in Prefab mode (double click on prefab in project tool window), then attempting to establish connection between server & client fails with: ``` [N...NoelStephensUnity pushed 1 commit to develop-2.0.0 Unity-Technologies/com.unity.netcode.gameobjects
- fix: prefab incontext or inIsolation edit mode globalobjectidhash incorrect when using MPPM (#3162) * fix This fi... 5e38c31
NoelStephensUnity closed a pull request on Unity-Technologies/com.unity.netcode.gameobjects
fix: prefab incontext or inIsolation edit mode globalobjectidhash incorrect when using MPPM
This fixes the issue with the GlobalObjectIdHash value being incorrect when entering into play mode while still in prefab edit mode (InContext or InIsolation) and using MPPM. [MTTB-854](https://...NoelStephensUnity pushed 1 commit to develop Unity-Technologies/com.unity.netcode.gameobjects
- fix: ObjectDisposedException on Unity Transport shutdown [backport] (#3152) * fix: ObjectDisposedException on Unity ... 06a83bd
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
ObjectDisposedException is thrown when disconnecting as a host, when at least 1 client is connected.
### Description When disconnecting while running as a host, with at least one connected client, an ObjectDisposedException is thrown, causing further network functionality to not work as intende...NoelStephensUnity deleted a branch Unity-Technologies/com.unity.netcode.gameobjects
fix/exception_on_transport_shutdown_backport
NoelStephensUnity closed a pull request on Unity-Technologies/com.unity.netcode.gameobjects
fix: ObjectDisposedException on Unity Transport shutdown [backport]
<!-- Replace this block with what this PR does and why. Describe what you'd like reviewers to know, how you applied the engineering principles, and any interesting tradeoffs made. Delete bullet poi...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
@Moe-Baker Just following up to see if the attached project and description helped?
NoelStephensUnity pushed 2 commits to fix/exception_on_transport_shutdown_backport Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
This fix will be in the next v1.12.0 and v2.2.0 updates. 👍
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Public NetworkLists potentially being auto instantiated but not disposed leading to a memory leak
### Description When a network list is declared public sometimes as part of the serialisation process it looks like the list is instantiated, or at least partially, but it's never disposed leading...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
@KadaXuanwu You make some very good points and I finally have some time later this week to setup a replication project to run through some of the issues you are describing. Regarding the `Scene M...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Other than: - `NetworkVariable.OnValueChanged` (which you only want to subscribe when it is spawned and unsubscribe when despawned) - _This is one area I would have to look through to determine ...
NoelStephensUnity pushed 2 commits to fix/prefab-incontext-or-insolation-edit-mode-globalobjectidhash Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity deleted a branch Unity-Technologies/com.unity.netcode.gameobjects
fix/distributed-authrity-prefab-override
NoelStephensUnity pushed 1 commit to develop-2.0.0 Unity-Technologies/com.unity.netcode.gameobjects
- fix: distributed authority spawning prefab overrides (#3160) * fix All clients in distributed authority should in... 88eaa08
NoelStephensUnity closed a pull request on Unity-Technologies/com.unity.netcode.gameobjects
fix: distributed authority spawning prefab overrides
This PR resolves an issue discovered in NGO example (#3161) where only the session owner would use the proper base `GlobalObjectIdHash` when spawning prefab overrides. Now, all clients are treated...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
@scs-b There are several internal messages that use `ReliableSequenced` so it is a common network delivery type used. I noticed you mentioned a Unity service lobby... so am I to guess that you are...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
@afarchy I would recommend subscribing to the `NetworkManager.OnClientStarted` action and accessing the `NetworkManager.SceneManager` at that point in time. When you have joined a session it does...
NoelStephensUnity pushed 2 commits to fix/prefab-incontext-or-insolation-edit-mode-globalobjectidhash Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity pushed 1 commit to fix/prefab-incontext-or-insolation-edit-mode-globalobjectidhash Unity-Technologies/com.unity.netcode.gameobjects
- fix InSceneObject needed to be checked for having a value before checking for the value. 62d7dbf
NoelStephensUnity opened a draft pull request on Unity-Technologies/com.unity.netcode.gameobjects
fix: prefab incontext or inIsolation edit mode globalobjectidhash incorrect when using MPPM
This fixes the issue with the GlobalObjectIdHash value being incorrect when entering into play mode while still in prefab edit mode (InContext or InIsolation) and using MPPM. fix: #3151 ## Ch...NoelStephensUnity created a branch on Unity-Technologies/com.unity.netcode.gameobjects
fix/prefab-incontext-or-insolation-edit-mode-globalobjectidhash - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.