Ecosyste.ms: Timeline

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

NoelStephensUnity

NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
You can do this in NGO v2

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Make it possible to get endpoint bindings in transport
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 ...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkAnimator - Server Authoritative to Owner Authoritative via Inspector toggle instead a new class
**Is your feature request related to a problem? Please describe.** Creating a new class just to toggle an boolean seems a lot over the top. A boolean inside the Inspector should be enough. **D...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkObject despawning state
**Is your feature request related to a problem? Please describe.** Situation: A client script is holding a reference to a NetworkBehaviour. The associated NetworkObject is despawned, and in respon...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
You now can override both OnClientRead and OnClientWrite as well as access the NetworkBehaviour.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Open NetworkVariableBase initialization path to derivations
Small but helpful QoL request **Is your feature request related to a problem? Please describe.** NetworkVariableBase is available for developers to create their own implementations, however if ...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
ConnectionApprovel issue - ConnectionData often didnt reach the server on the default ConnectionApprovalBuffer values
**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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Problem creating templated instances derived from NetworkBehaviour
### 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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Remotely Downloaded Scenes Via Addressables Cannot Be Used As GameServer
### 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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Jitter causes immediate closed connection
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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
This was added awhile back: ![Image](https://github.com/user-attachments/assets/fe39f6dc-9288-45bc-a248-ac7a83d3fec1)

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkBehaviourEditor.CheckForNetworkObject pop-up should allow to dismiss it forever on "this machine" without auto-adding a NetworkObject.
**Is your feature request related to a problem? Please describe.** IMHO, it's a valid use case to have a NetworkObject at the root of some prefab and NetworkBehaviours nested under, but encapsulat...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
[You might want to look at this example](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/tree/develop-2.0.0/Examples/OverridingScenesAndPrefabs).

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NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
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...

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Add a system to tag methods so they can only be executed either client-side or server-side
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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
This should be resolved using the newer version of UTP, NGO, and Multiplayer Services.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
HttpException: HTTP/1.1 429 Too Many Requests
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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Question on Interest Feature
@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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
This should no longer be an issue in the newer versions of NGO.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Broadcast UnloadComplete SceneEvent after m_IsSceneEventActive is set to false
**Is your feature request related to a problem? Please describe.** In OnSceneUnloaded in NetworkSceneManager.cs, m_IsSceneEventActive doesn't get reset to false until after OnSceneEvent is invoked...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
You can do this with UTP. We no longer support UNet.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Bind to a specific ip address when starting the server (there are several of them on the server). How?
maybe in public class UNetTransport : NetworkTransport ``` public string ServerBindAddress = ""; public override bool StartServer() { var topology = new HostTopology(GetCon...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Secure connection over Relay UTP
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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
This feature has been added.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkObjectReference should be nullable
**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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
We support collections now with Rpcs so you might look at the updated Universal Rpcs.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Rpc params pooling
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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
This has been accessible for awhile.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Expose Network Manager Prefabs List From Internal To Public
**Is your feature request related to a problem? Please describe.** Its more so a retcon, previous versions of MLAPI had in its NetworkManager a public NetworkPrefab List. Now with the updated Netc...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
[NetworkSerializable] and [NetworkNonSerialized] attributes
**Is your feature request related to a problem? Please describe.** This is a quality-of-life request, made without regards to its performance considerations. 😉 **Describe the solution you'd li...
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