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I think you are right - thanks. We will change that.
We wanted to exercise the rollback code so it was easier to detect prediction bugs and performance wise it is a constant cost you would have to...
Yes - with the current snapshot model it will be difficult to implement by disabling position update from server. Will probably be easier when we...
In next release (in a few days hopefully) we dont use internalized version of the entities package - and that should solve the problem.
Well - actually I am wrong about the physics system. It is of course updated before Update so you should be able to replicated simulated objects...
Sorry for the late reply. Need to get better at checking this forum. We will modify to use new Unity API, modify to support new feature, and most...
Yes - we will continue to move stuff to "pure ECS". Especially for server side stuff. Think of the Sample FPS project as the opposite of the ECS...
Sound like a fun idea. First thing to note is that the grenades are moved using our own code and we dont use physics system and rigid body (as you...
Good find - It is a bug. It is already fixed and will end up on github on next full release. As you can see we have been trying out different...
It is hacky and and we do hope to change to native ECS data serialization similar to what you describe at some point. Early on we (the FPS Sample...
I would really love this, but it is not something we have on the roadmap. We have a lot of stuff on the network side we want to improve first -...
I see. Must admit that I never looked into this property before you mentioned it. But yes, we have it set to true in our projectc settings,
Are you talking about Physics.autoSyncTransforms ? That should not be neccessary as we dont use physics simulation in movement (we only use...
The primary reason we only have a few jobs is because we wanted to limit our depencencies to systems being developed. We try to structure our code...
You are right. If we were a "real" game team that wanted to ship a 16 player FPS we would probably opt for a more traditional game structure and...
You did not miss anything. 1) Good idea. It is now on our todo list 2) We actually have a console command "nextteam" that can be used to change...
I see. Perhaps some shader stuff can be done for shield and/or the enemy weapons. Alternatively some ik or other modification of enemy animation...
Not hackish IMO. I am not a big fan of "physics based" solutions where animations move the colliders that does the hit detection. I would go for a...
Good server performance is one of the key areas we always will be focusing on. We are doing stress testing and profiling, but only with up to 16...
Having a custom FOV for 1P character is proably not a good idea if you have a game where 1P char does a lot of interaction with the world. It is a...