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I don't know for sure, I'm using 2021.3.9f1 but I upgraded just by manually selecting "Add package by name..." on Package Manager, inserting...
Good to know that it could really be a bug. Thanks. I also noticed that NetworkManager spawn player prefabs differently after this update. In...
My game was running fine with Netcode 1.0.2, but after I upgraded to 1.1.0 some issues started to occur. There is a short example of code that...
I have the exact same question. Replying here in hope that someone find this thread and maybe provide some help.
In my game I use something like this to determine which player called ServerRpc: public override void OnNetworkSpawn() {...
I didn't try other settings after I found this working one, but I'm almost certain that the managed stripping level on low is the main reason for...
Physics can only occur properly in server side. So the client rigidbody will only replicate position/rotation/scale provided by the server-side...
Nice workaround, I just adapted to a Coroutine like this: private IEnumerator LoadMenuDelayed() { while...
I do have the same problem. My NetworkManager is placed in my MainMenu scene, and everytime I switch back from GameScene to MainMenu, another...
Did you spawn them using SpawnAsPlayerObject()?
It was happening to me when I switched Time Scale between 0.0f and 1.0f to pause and unpause the game. I think it's solved after changing my...
That's a shame I agree. But I did some tests and posted a possible solution in another thread:...
I could build for Android using Master compiler after changing Stripping Level to Medium (I was using Low) and switching from .NET Framework to...
@JoshPeterson any news regarding this issue? I'm using 2021.3.8f1 and can't build using Master. Looks like it's required to stick with Release...
2021.3.8f1 was released and this issue still happens. I wonder when will Unity solve this.
Nice to know. I'm using scripted IAP, but I got a warning Unity IAP: Unity In-App Purchasing requires Unity Gaming Services to have been...
Hey guys. Recently I decided to profile my game RAM usage. But I noticed that most of memory usage goes to "Private Other". My game memory usage...
Thanks, I appreciate your good wishes. I was using both old and new input systems, so I managed to upgrade my code to use only the new input...
I know this is an old topic, but I was struggling with this the last days. I messed around with a lot of settings, until I got to filtering. I was...
After I upgraded the latest changes (such as AdMob flags), the issue was reduced but not solved. My data still fresh, but the most problematic is...