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I haven't been able to work on it much in the last couple of days, so there's definitely still some more work and optimization that could be done....
Yes, I will post something here soon. It's pretty simple but works well for the root motion. There might be some aspects I'm not aware of, which I...
So, I watched a video and got inspired. I actually ended up finding a way to synchronize the transforms from the server to the clients without...
Thank you for the suggestion. I had tried something similar, but, unfortunately, neither that nor this resolves the issue. The client still has...
Thanks for the help. I'll consider how I will proceed from here, but I'm determined to make it work with or without root motion. It's just good to...
Of course :) and I appreciate the help. I have a project where I have deleted everything except what is needed. I have uploaded it to my Google...
I could try to set up a really simple project for you to look at. I have removed all custom scripts from the equation in my testing, just to make...
I'm using NGO v1.6.0. I've tried both scripts, but unfortunately, they did not resolve the issue. I'm still experiencing this kind of floating...
The script is giving me errors on the 'OnOwnershipChanged' function. Error CS0117 'NetworkTransform' does not contain a definition for...
Thanks, I'll give it a try.
Yes, I'm using the NetworkAnimator component and the NetworkTransform component.
I want to use root motion to move my enemy characters. It looks fine on the host, but on clients, it appears incorrect. It seems like they are not...
Thanks, I'll try updating.
Using [HideInInspector] allows me to keep the variable public and prevents the editor from throwing any errors. This can't be intended behavior,...
So, it seems that making the variable public is the cause. Don't really get why, is this not allowed? I'm new to Netcode
I noticed that one of my prefabs was generating invalid cast exceptions when selected in the editor, out of runtime. I made an empty game object...
I also have the same error, but only when using the log level 'developer.' It's pretty annoying. Has anyone found a solution?
Thanks for the reply. I'm not sure if it's really feasible to provide the user with a development build, given that the game is already live on...
I have made a windows game using Unity 2019.3.1.f1. I have a lot of people playing it without any problems, but one user reported that the game...
So yeah I have the same problem "Maximum number (256) of shader global keywords exceeded" any fix yet? I have a handfull of asset form the store...