When you open any free port (property UnityTransport.ConnectionData.Port = 0), then after the server starts, it is impossible to determine which port is attached. The property LocalEndpoint is in ...
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Creating a new class just to toggle an boolean seems a lot over the top. A boolean inside the Inspector should be enough.
**D...
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Situation: A client script is holding a reference to a NetworkBehaviour. The associated NetworkObject is despawned, and in respon...
Small but helpful QoL request
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NetworkVariableBase is available for developers to create their own implementations, however if ...
**Feedback**
The client sever connection approval seems unstable. Since connecting without it is nearly always possible. But trying to connect with the connection approval enabled seems to be a pr...
### Description
Creating a templated instance derived from NetworkBehaviour doesn't appear to compile.
I'm following along with [this youtube](https://www.youtube.com/watch?v=rFCFMkzFaog), whi...
### Description
I do believe since my gameserver scene is downloaded from the addressables remote location. Not present in the build at all produces this issue. I am developing for Android and Que...
When setting a small jitter in a Unity Transport component (say 3 ms), a connecting client will be almost immediately disconnected with the following error:
"Couldn't add payload of size [some sma...
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IMHO, it's a valid use case to have a NetworkObject at the root of some prefab and NetworkBehaviours nested under, but encapsulat...
[You might want to look at this example](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/tree/develop-2.0.0/Examples/OverridingScenesAndPrefabs).
You can accomplish this by using `NetworkUpdateLoop` and only registering for a specific `NetworkUpdateStage` depending upon whether it is a client or server. The best way to make this apply to eve...
In my code (and I would guess that is the case for many other users), I have, for a bunch of my mehtods executed only server-side, the following snippet of code:
```
if (!NetworkManager.Singleto...
I try to set up a relay for my project according to this tutorial:
[https://youtu.be/82Lbho7S0OA](url)
this is the relay manager code:
```
using Core.Singletons;
using System.Threading.Tasks...
@mattwalsh-unity is there any documentation or high level explanation on the Interest feature? I am looking to leverage the new netcode framework for a large scale MMO. There is no real time combat...
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In OnSceneUnloaded in NetworkSceneManager.cs, m_IsSceneEventActive doesn't get reset to false until after OnSceneEvent is invoked...
maybe in
public class UNetTransport : NetworkTransport
```
public string ServerBindAddress = "";
public override bool StartServer()
{
var topology = new HostTopology(GetCon...
Hi,
I am not able to establish a secure connection for NGO with the Relay Unity Transport. I have pretty much copied the code samples from the [relay documentation](https://docs.unity.com/relay/re...
**Suggested Changes**
Currently NetworkObjectReferences are not allowed to be null, which limits their usability in custom structs. I have some clunky workarounds in place now to deal with cases i...
I need to send complex data that contain complex data (lists for example). So my plan was to introduce pooling.
But with the current RPC send/receive netcode lifecycle I am not sure how would I re...
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Its more so a retcon, previous versions of MLAPI had in its NetworkManager a public NetworkPrefab List. Now with the updated Netc...
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This is a quality-of-life request, made without regards to its performance considerations. 😉
**Describe the solution you'd li...