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Like we mentioned above, the pattern is to reset your InputEvent each time before setting it conditionally. Are you saying you're trying this and...
DefaultDriverConstructor.UseSocketDriver() is the internal method in Netcode that automatically determines whether to use IPC or UDP connection....
You can check DefaultDriverConstructor.UseSocketDriver
Can you check ClientServerBootstrap.RequestedPlayType ? My instinct tells me it's going to be ClientAndServer. If you have default bootstrapping...
1. yep, this is great for doing actions that can't be rolled back and replayed easily. For example sound events where you wouldn't want to...
The input system group is called more than once per tick (every frame), to make sure you're not missing events. It is however sent only once per...
Your Movement component has the GhostComponent attribute, but has no GhostFields, so it's actually not replicated (if you look at your source...
Without the full picture, here's some guesses and some steps to debug First thing I'd look into is making sure your system runs before the...
Netcode has a bunch of samples here There's one in particular for thin clients here
Did you try "owner predicted" instead of just "predicted"? In your Ghost Authoring Component, you can change the default ghost mode to "owner...
For those ending up here searching for this today, 1.4+ has an InputRecorder sample directly in the package. You can download it from the package...
Is this a client hosted game or a dedicated game server? Cause you usually don't want to have monetization controlled by a client, that'd be...
@Max_power1965 Is your object dynamically spawned or statically placed in scene? The behaviour you describe above seems to fit with dynamically...
With 1.2.0 you should use the -AuthProfile abcd command line arg when launching. With our latest version, you should use the Change Profile button...