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
Client-side Prediction with Reconciliation - I have an implementation - pull request?
**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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Closing this issue assuming the response resolved it.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
[Netcode] NetworkBehaviour-"Prefab" is being destroyed while NetworkObject-"Prefab" is still spawned! (could break state synchronization)
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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
@Mid-D-Man Are you still having issues with this if not could you close this ticket.

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NoelStephensUnity created a comment on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
@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 ...

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NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Closing since this was added in 2023.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkList doesn't show contents in Debug inspector view
**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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
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...

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

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Rpc and NetworkVariable won't work after PlayerPrefab respawned
### 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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
You can now serialize collections, which if you want to use List as opposed to NetworkList this is now an option.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkList should adhere to the same interfaces as System.Collections.Generic.List<T>
**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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkTransform no longer uses NetworkVaraible to convey state.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
SetDirty() for NetworkTransform
**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 ...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
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...

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Network Prefab List - the ability to register prefabs on the fly w/o the need for drag and drop
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...
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/f465a431-3732-433c-b8c5-8283120ae7c8)

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
The popup to require NetworkObject is annoying
**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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Modifications on NetworkVariables on in-scene placed NetworkObjects are reset to defaults
### 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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Metrics Dispatch Warning Log
### 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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
That was fixed.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NetworkList does not emit EventType.Full event
**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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
That was made public awhile back.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Allow BufferSerializer to be used directly in game code
**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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
We will not support deleting NetworkBehaviours at runtime.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Removing destroyed NetworkBehaviours from NetworkObject's ChildNetworkBehaviours messes with the order of the other still living sibling NetworkBehaviours
### 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...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
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...

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NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
I believe you can resolve this by using NetworkManager.OnClientStopped, NetworkManager.OnServerStopped, or the static even NetworkManager.OnDestroying.

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NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Make shutdown in OnApplicationQuit optional
**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...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Deferred Messages aren't tracked by the Network Profiler
### 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...
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