Ecosyste.ms: Timeline
Browse the timeline of events for every public repo on GitHub. Data updated hourly from GH Archive.
NoelStephensUnity opened a draft pull request on Unity-Technologies/com.unity.netcode.gameobjects
fix: more accurate local time sync with server time (up-port)
User Contribution (@BenHamrick) (#3028) Up-port of #3206 This PR changes the `NetworkTimeSystem.Sync` method to use half RTT to calculate the desired local time offset as opposed to the full RT...NoelStephensUnity pushed 3 commits to fix/more-accurate-local-time-sync-with-server-time-up-port Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity created a branch on Unity-Technologies/com.unity.netcode.gameobjects
fix/more-accurate-local-time-sync-with-server-time-up-port - 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 2 commits to fix/nested-networktransforms-different-authorities Unity-Technologies/com.unity.netcode.gameobjects
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
@Ermelious , I believe I have a fix in place, but I still need to run it through CI validation tests and we need to run additional manual tests to make sure the changes don't impact anything else....
NoelStephensUnity created a branch on Unity-Technologies/com.unity.netcode.gameobjects
fix/nested-networktransforms-different-authorities - 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
@daalen, Ahh... yeah I could see where running in exclusive full screen might cause a form of slowdown in the editor similar to if you un-dock the game view while in play mode with either your pro...
NoelStephensUnity closed an issue on Unity-Technologies/com.unity.netcode.gameobjects
Weird ServerTime behaviour in the editor
### Description I recently updated from Netcode 1.7 to 2.1.1; this seems to have created some timing issues which weren't there before. When a build is the server and the editor the client, Server...NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Hi @daalen, Are you despawning the player or just setting it to be inactive? If you are just setting it to be inactive, then I would recommend despawning using `NetworkObject.Despawn(false);` and ...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
That error means that for some reason the NetworkManager is no longer valid. Could you provide us with a description of what events occur up to getting this error (i.e. describe steps taken from st...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Here is a video of the last scene where I have: - 1 host (stand alone) Top Left - 1 client (stand alone) Bottom Left - 1 client (editor) Top Right (game) and Bottom Right (scene) https://github.c...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
@daalen, Try using the project I put together to validate this on my end: [TimeSyncMotion.zip](https://github.com/user-attachments/files/18446525/TimeSyncMotion.zip) It has 3 scenes you can cycle ...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Does this happen if you run a stand alone build against another stand alone build?
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Could you update to NGO v2.2.0 and see if that resolves your issue?
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Hi @Ermelious, I think I see some areas where this combination of server and owner authoritative motion models could cause issues with some of the automatic synchronization of child NetworkTransfor...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Ahh... Well, my guess is that you might be confusing `NetworkManager.ServerTime` with `NetworkManager.NetworkTimeSystem.ServerTime` (easy to do). - `NetworkManager.ServerTime`: The raw non-adjust...
NoelStephensUnity created a comment on an issue on Unity-Technologies/com.unity.netcode.gameobjects
Hi @daalen, Just to make sure...you are making sure to not invoke that same script on the non-authority side. As an example, if you are using a default NetworkTransform without making any modifi...
NoelStephensUnity pushed 1 commit to fix/networkvariablebase-not-being-reinitialized-if-networkobject-persists-between-sessions Unity-Technologies/com.unity.netcode.gameobjects
- update remove the try catch because evidently it is the only way we can catch certain exceptions during unit testing... edf1470
NoelStephensUnity pushed 1 commit to fix/more-accurate-local-time-sync-with-server-time Unity-Technologies/com.unity.netcode.gameobjects
- style Adding a comment about the change a04a177
NoelStephensUnity pushed 1 commit to fix/more-accurate-local-time-sync-with-server-time Unity-Technologies/com.unity.netcode.gameobjects
- test Adjusting ClientNetworkTimeSystemTests to account for half RTT adjustment applied in this PR. 07575a5
NoelStephensUnity pushed 1 commit to develop-2.0.0 Unity-Technologies/com.unity.netcode.gameobjects
- chore: update example overriding scenes networkprefabs dedicated server (#3207) * update Adding support for a ded... 1249843
NoelStephensUnity deleted a branch Unity-Technologies/com.unity.netcode.gameobjects
chore/update-example-overriding-scenes-networkprefabs-dedicated-server
NoelStephensUnity closed a pull request on Unity-Technologies/com.unity.netcode.gameobjects
chore: update example overriding scenes networkprefabs dedicated server
Adding support to the Overriding Scenes and NetworkPrefabs example for dedicated server builds. ## Changelog NA ## Testing and Documentation - No tests have been added. - No document...NoelStephensUnity pushed 1 commit to fix/networkvariablebase-not-being-reinitialized-if-networkobject-persists-between-sessions Unity-Technologies/com.unity.netcode.gameobjects
- update Removing exception. Adjusting when we update the last time. Logging warning if log level is developer and the... 5b35d26
NoelStephensUnity opened a pull request on Unity-Technologies/com.unity.netcode.gameobjects
chore: update example overriding scenes networkprefabs dedicated server
Adding support to the Overriding Scenes and NetworkPrefabs example for dedicated server builds. ## Changelog NA ## Testing and Documentation - No tests have been added. - No document...NoelStephensUnity created a branch on Unity-Technologies/com.unity.netcode.gameobjects
chore/update-example-overriding-scenes-networkprefabs-dedicated-server - 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 1 commit to fix/more-accurate-local-time-sync-with-server-time Unity-Technologies/com.unity.netcode.gameobjects
- updarte adding PR number to entry. 4945e3d
NoelStephensUnity opened a draft pull request on Unity-Technologies/com.unity.netcode.gameobjects
fix: more accurate local time sync with server time
User Contribution (@BenHamrick) (#3028) This PR changes the `NetworkTimeSystem.Sync` method to use half RTT to calculate the desired local time offset as opposed to the full RTT. <!-- Add RFC...NoelStephensUnity pushed 1 commit to fix/more-accurate-local-time-sync-with-server-time Unity-Technologies/com.unity.netcode.gameobjects
- update adding change log entry. b9a9da8
NoelStephensUnity pushed 1 commit to fix/more-accurate-local-time-sync-with-server-time Unity-Technologies/com.unity.netcode.gameobjects
- get a more accurate local time by using half the RTT. 24de284