Ecosyste.ms: Timeline

Browse the timeline of events for every public repo on GitHub. Data updated hourly from GH Archive.

NoelStephensUnity

NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkSceneManager.LoadScene should accept scene path as well as scene name like its SceneManager counterpart.
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 ...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Can't dynamically add Network Prefabs to NetworkConfig at runtime
**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`...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Native callback on NetworkObjectSpawned
**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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
You can achieve this by calling `NetworkVariable.GetBehaviour();`

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Custom NetworkVariable with access to m_NetworkBehaviour
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 ...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
SceneManagement.LoadSceneParameters overloads for NetworkdSceneManager.LoadScene
Add method overloads to the NetworkSceneManager.LoadScene that provide LoadSceneParameters parallel to the SceneManager.LoadSceneAsync(string sceneName, SceneManagement.LoadSceneParameters paramete...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Add documentation about SetDirty when changing member data on custom types in NetworkVariable/NetworkList
**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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
OnGainedOwnership and OnLostOwnership callback functions should be used more generically.
**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 ...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Can't set a client's local player object without destroying/reinstantiating
**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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Custom class serialization without default constructor does not work
**Describe the bug** Custom class serialization without default constructor does not work **To Reproduce** Steps to reproduce the behavior: ``` [ServerRpc] public void TestServerRCP...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
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...

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Intercepting SwitchScene For Clients
**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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Create NetworkManager assign default transport
**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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
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...

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Physics 2D dependency in version 2.0.0
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.
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Nested NetworkObjects on players
[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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Hi @babaq, The [documentation provides the description of the behavior behind NetworkVariables](https://docs-multiplayer.unity3d.com/netcode/current/basics/networkvariable/#initializing-a-networkv...

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Automatically invoke `NetworkVariable.OnValueChanged` when spawning
**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. ...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Closing this issue. If you have further questions or find that there is more information needed feel free to re-open the issue.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkTransform not re-initializing after being disabled/enabled
### 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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
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...

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Help With Netcode Syncronization And Other Questions
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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Network dictionary, or a better integration between netcode and lobby
**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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
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...

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