**Is your feature request related to a problem? Please describe.**
As the official roadmap says;
>Instead of always waiting for the authority of the network to provide your client players a new p...
Hey so here is the full warning message
```
[Netcode] NetworkBehaviour-PlayerArmature(Clone) is being destroyed while NetworkObject-PlayerArmature(Clone) is still spawned! (could break state sy...
@BenHamrick
You can opt to assign or create your own NetworkTransport that you switch to when running in a single player mode. You can make that implementation a "mock transport". You can see an ...
**Feedback**
Right now NetworkList<T> (and, I'm assuming, underlying NativeList<T>) don't show their contents in the Debug inspector view (or any inspector view, for that matter.)
**Suggested C...
Hey @NoTuxNoBux,
We did [provide a more granular set of virtual methods](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/1325#issuecomment-1745747475) within `NetworkBe...
> However, later `NetworkObject.NetworkShow` can not respawn the object, so it seems the `CheckObjectVisibility` take precedence over `SpawnWithObservers` ?
This is expected behavior.
Here is a ro...
### Description
When the client’s Player is destroyed it’s also removing the client as an observer on other network objects.
Here is a [simple test scene](https://drive.google.com/file/d/1uek_F...
**Feedback**
Because NetworkList doesn't implement the same interfaces as System.Collections.Generic.List<T>, so there's a bit of missing (and expected) functionality such as using LINQ extensions...
**Is your feature request related to a problem? Please describe.**
NetworkVariable<T> has a convenient feature for forcing a variable to be dirty to force a replicated update and NetworkTransform ...
You [can use addressables for this](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Basic/DynamicAddressablesNetworkPrefabs) and/or you can use [network objec...
I have recently started using Netcode for GameObject, which has a lot of potentials.
I want the ability to register external GameObjects/Prefabs, which one can load on the fly in a Unity scene f...
**Feedback**
When a project is like the one below.
Parent GameObject(PrefabA NetworkObject)
ㄴ Child GameObject (PrefabB without NetworkObject)
ㄴ Child GameObject (PrefabB without N...
### Description
One cannot modify NetworkVariables on in-scene placed NetworkObjects. When one does, you get the following warning message:
```
NetworkVariable is written to, but doesn't know...
### Description
In the package "Multiplayer Tools", The "MeticDispatcher" class, "Dispatch" method spams a warning of metrics over the limit, it tends to lower fps when viewing console on builds...
**Feedback**
In ReadDelta function from NetworkList.cs line 161, the case for EventType.Full (line 357) does not emit the event.
**Suggested Changes**
From:
```
case NetworkListEvent<T>.Even...
**Is your feature request related to a problem? Please describe.**
I want to reuse the network serialization for saving object state for save game, however the `BufferSerializer` constructor is in...
### Description
Hi @NoelStephensUnity,
This commit introduced the bug I'm about to describe:
bc23a35 - fix: Nested NetworkBehaviours don't de-register or Invoke OnNetworkDespawn if destroy...
If you want unique network prefabs server or client relative you can do this using the NetworkPrefabHandler to override the prefab to spawn. [Review this project as an example of how to do this](ht...
I believe you can resolve this by using NetworkManager.OnClientStopped, NetworkManager.OnServerStopped, or the static even NetworkManager.OnDestroying.
**Is your feature request related to a problem? Please describe.**
I use the `Application.wantsToQuit` callback to allow me to gracefully terminate certain things before the app concludes, such as...
### Description
When a message is deferred logic returns before NetworkMetrics.TrackRpcReceived is called and our tracking ends up providing inaccurate data.
### Reproduce Steps
[The metho...