It took me a while to figure out this one, but unlike the SceneManager, the NetworkSceneManager doesn't support scene path and it should IMHO.
Even if Unity's SceneManager.LoadSceneAsync first ...
**Describe the bug**
It seems impossible (or unclear how) to add network prefabs at runtime.
**Details**
- `NetworkPrefab` is `internal`, so is not accessible
- `NetworkConfig.NetworkPrefabs`...
**Is your feature request related to a problem? Please describe.**
I have a lot of asnyc operations that rely on NetworkedObjects (Client side). Therefore I require a reference to the specific Net...
Hello,
I just upgrade MLAPI in develop and I have a bunch of error that need to be fixing.
I create custom NetworkVariable so that client can also write. I need to determine that only client ...
Add method overloads to the NetworkSceneManager.LoadScene that provide LoadSceneParameters parallel to the SceneManager.LoadSceneAsync(string sceneName, SceneManagement.LoadSceneParameters paramete...
**Is your feature request related to a problem? Please describe.**
So currently, when using custom classes with NetworkVariable and NetworkList, the code fails to recognize when the custom classes...
**Is your feature request related to a problem? Please describe.**
The ownership callback function is only called when calling the ChangeOwnership and RemoveOwnership functions.
However, the ...
**Is your feature request related to a problem? Please describe.**
It is currently not possible to set a NetworkObject as the player's player object without destroying/instantiating back the objec...
**Describe the bug**
Custom class serialization without default constructor does not work
**To Reproduce**
Steps to reproduce the behavior:
```
[ServerRpc]
public void TestServerRCP...
One way to handle this issue is to load a scene that contains the assets and scripts required to "fade".
- Upon OnLoadEventCompleted:
- The server/host would set a NetworkVariable that would st...
**Is your feature request related to a problem? Please describe.**
When trying to implement a loading screen for switching scenes I tried using the OnSceneSwitchStarted event to start fading to bl...
**Is your feature request related to a problem? Please describe.**
When I add a new NetworkManager component to a gameobject the Transport field is empty and I have to manually add a UNet transpor...
The components (NetworkRigidbody or NetworkRigidbody2D) will not be defined if the 3D/2D physics packages are not installed. NetworkRigidbodyBase will not be defined if neither package is installed...
Physics 2D module dependency is missing in package.json.
I understand that this is nitpicky and I would make a pull request myself, but it would take me more than 20 mins.
Thank you.
[The doc page on NetworkObject parenting](https://docs-multiplayer.unity3d.com/docs/advanced-topics/networkobject-parenting/index.html) describes a very common situation in which one parents an ite...
Hi @babaq,
The [documentation provides the description of the behavior behind NetworkVariables](https://docs-multiplayer.unity3d.com/netcode/current/basics/networkvariable/#initializing-a-networkv...
**Feedback**
When load scene with in-scene placed `NetworkObject` or dynamically spawn `NetworkObject`, connected client would spawn the object and `NetworkVariable` value synced with the server. ...
### Description
I am running a non-standard setup where I don't always replicate an object's transform using the `NetworkTransform` component. For example, with interactive objects, when an object...
Hi @babaq,
I put together an example project to see if I could replicate the first issue you are having using `NetworkObject.SpawnWithObservers`:
[ObjectSpawning.zip](https://github.com/user-att...
hello, so i have a couple of questions that i need help with so if anyone can please help me out it whould be greatly appretiated.
question.1) this is the most improtant one, so in my game onnet...
**Is your feature request related to a problem? Please describe.**
I want to be able to map each network manager id with a lobby player, so I can get each player's name.
Currently, it's hard to d...
Hi @babaq,
I am attaching this scene event example project that I put together in order to run through the replication steps you provided:
[SceneEventsExample.zip](https://github.com/user-attachme...