Ecosyste.ms: Timeline
Browse the timeline of events for every public repo on GitHub. Data updated hourly from GH Archive.
NoelStephensUnity created a branch on Unity-Technologies/com.unity.netcode.gameobjects
fix/more-accurate-local-time-sync-with-server-time - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
NoelStephensUnity pushed 4 commits to chore/add_auto_labeler Unity-Technologies/com.unity.netcode.gameobjects
- chore: merge 1.12.0 into develop (#3196) * update incrementing the version number and updating changelog to match... cefecf2
- chore: update rigidbody deprecations (#3199) * update Changing RigidBody2D kinematic checks to account for deprec... bd738b3
- fix: client owned NetworkObject with prefabhandler destroy order incorrect on host-server side (Backport) (#3202) * ... eec1bdd
- Merge branch 'develop' into chore/add_auto_labeler 1d2828b
NoelStephensUnity pushed 2 commits to fix/networkvariablebase-not-being-reinitialized-if-networkobject-persists-between-sessions Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity pushed 2 commits to fix/distribute-parented-children-with-root-parent Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity opened a draft pull request on Unity-Technologies/com.unity.netcode.gameobjects
fix: distribute parented children distributing with root parent
This fixes an issue with distributing parented children that have the distributable and/or transferrable permissions set and have the same owner as the root parent, that has the distributable permi...NoelStephensUnity created a branch on Unity-Technologies/com.unity.netcode.gameobjects
fix/distribute-parented-children-with-root-parent - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Hi @babaq, Hmm... I "think" I understand what you are trying to achieve here and there might be some details I am missing...so I am going to repeat a summary of what you are trying to achieve in o...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
#2819 could be a duplicate of this issue.
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Your input was very helpful and we will be tracking this issue via #3197.
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Error message saying "Please report this to the Netcode for GameObjects team"
### Description When hosting a relay, an error message popped up which asked me to report it here :) Error message; [Netcode] A ConnectionRequestMessage was received from the server on the clien...NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Problem with Connecting to Host with Build as Client
I have no idea what I did but the error told me to report this here... [Netcode] A ConnectionApprovedMessage was received from a client on the server side. This should not happen. Please report ...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
@JeremyYiuStudent Could you provide the version of NGO you are using along with the version of UnityTransport you are using?
NoelStephensUnity pushed 4 commits to fix_localTime_sync BenHamrick/com.unity.netcode.gameobjects
- chore: merge 1.12.0 into develop (#3196) * update incrementing the version number and updating changelog to match... cefecf2
- chore: update rigidbody deprecations (#3199) * update Changing RigidBody2D kinematic checks to account for deprec... bd738b3
- fix: client owned NetworkObject with prefabhandler destroy order incorrect on host-server side (Backport) (#3202) * ... eec1bdd
- Merge branch 'develop' into fix_localTime_sync 0d351f8
NoelStephensUnity deleted a branch Unity-Technologies/com.unity.netcode.gameobjects
chore/remove-deprecated-relay-package
NoelStephensUnity pushed 1 commit to develop-2.0.0 Unity-Technologies/com.unity.netcode.gameobjects
- chore: remove deprecated relay package (#3201) * update updating the manifest to remove the deprecated relay pack... 248aa21
NoelStephensUnity closed a pull request on Unity-Technologies/com.unity.netcode.gameobjects
chore: remove deprecated relay package
This PR removes the deprecated Relay package from NGO's test project. It also updates the editor version and wraps portions of the legacy relay scripts that reference the package. ## Changelo...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
@babaq Those are some good points you are making in the extensions you wrote. We could add this to NetworkObject: ``` /// <summary> /// Returns observers as a list /// </su...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
NGO v1.12.0 & v1.11.0 does not trigger OnNetworkDespawn function on NetworkObjects associated with Disconnecting Clients on the Server side when INetworkPrefabInstanceHandler is used.
### Description NGO v1.12.0 & v1.11.0 does not trigger OnNetworkDespawn function on NetworkObjects associated with Disconnecting Clients on the Server side when INetworkPrefabInstanceHandler is us...NoelStephensUnity pushed 1 commit to develop Unity-Technologies/com.unity.netcode.gameobjects
- fix: client owned NetworkObject with prefabhandler destroy order incorrect on host-server side (Backport) (#3202) * ... eec1bdd
NoelStephensUnity deleted a branch Unity-Technologies/com.unity.netcode.gameobjects
fix/client-owned-networkobject-destroy-order-incorrect-prefabhandler-backport
NoelStephensUnity closed a pull request on Unity-Technologies/com.unity.netcode.gameobjects
fix: client owned NetworkObject with prefabhandler destroy order incorrect on host-server side (Backport)
This is a back-port of #3200 *Replication of the issue is as follows:* - Using a client-server network topology - At least one client must be connected to a host or server. - NetworkObjects...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
> Looks good this end Noel. > > Incidentally calling SpawnWithOwnership(1) before the client has connected is allowed and when they do connect the object spawns on them with their ownership as no...
NoelStephensUnity pushed 2 commits to chore/remove-deprecated-relay-package Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity deleted a branch Unity-Technologies/com.unity.netcode.gameobjects
fix/client-owned-networkobject-destroy-order-incorrect-prefabhandler
NoelStephensUnity pushed 1 commit to develop-2.0.0 Unity-Technologies/com.unity.netcode.gameobjects
- fix: client owned NetworkObject with prefabhandler destroy order incorrect on host-server side (#3200) * fix Pass... 53ec0e6
NoelStephensUnity closed a pull request on Unity-Technologies/com.unity.netcode.gameobjects
fix: client owned NetworkObject with prefabhandler destroy order incorrect on host-server side
*Replication of the issue is as follows:* - Using a client-server network topology - At least one client must be connected to a host or server. - NetworkObjects are spawned with: - Ownershi...NoelStephensUnity created a review comment on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
Well, I wouldn't exit early because there is other code that needs to run but I did change this to check if it is null and if so then it just continues. Nesting doesn't bother me personally and...
NoelStephensUnity created a review on a pull request on Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity pushed 1 commit to fix/client-owned-networkobject-destroy-order-incorrect-prefabhandler-backport Unity-Technologies/com.unity.netcode.gameobjects
- style continue vs nested if update. 2ad215f