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Something seems to be fishy in the generation of the UnityDataAssetPack: Steps to reproduce: - Use Unity 2021.3.f16 (but it should be...
No, we don't have custom gradle templates yet. I exported a gradle project, and here is our launcher gradle.conf (The unitylibrary gradle.conf has...
When examining the generated UnityDataAssetPack-master.apk, it can be seen that everything under assets/bin/data gets added uncompressed to the...
Sorry for resurrecting this thread, but I observe exactly the same problem and cannot find a solution. We are doing an Android App Bundle Build...
Hi! The AAB of our game is ~1GB in size. As expected, GooglePlay refused it, because of the 150MB size limit. I then used the Unity-internal...
Thank you! I read somewhere, that NetworkVariables which have values assigned _before_ the NetworkObject is spawned, are not replicated correctly...
Hi! What is the best way to spawn an object with certain parameters? I have tried to send a ClientRPC from within OnNetworkSpawn of a...
Thanks for the tip! That sounds promising. I will take a look at how the pooling system could help here.
Hi! :) In our game, the players can choose between ~50 individually structured vehicles to drive in multiplayer. Our first approach was to create...
Hi, Taking the reparenting example (https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/networkobject-parenting/index.html),...
Thank you. I think this should be the explanation. We will take a closer look at it!
Hi! When I do "Select Dependencies" in the Project view on one of our scenes' LightingData.asset, it shows a lot of dependencies to other assets...
Thanks for your reply. In these callbacks we can react to the disconnect event, but we cannot prevent the immediate destruction of the player's...
Hi! In my game, I have to dynamically instantiate the players' NetworkObjects during gameplay, but I do NOT want Netcode to destroy them...
I just tested with 1.0.0-pre9 and the issue is still present there.
On both clients and host (because the host is a client too) you could use a ServerRpc on the player's NetworkObject to communicate the player...
With Netcode 1.0.0-pre8 FixedString64Bytes ceased to work too. It now raises a runtime error: Exception: Type...