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Small update: We're working with physics on improvements to allow netcode to "deep copy" the physics CollisionWorld (API call in...
Hey mrgolemm, a few links: https://forum.unity.com/threads/recommendations-for-dealing-with-a-high-number-of-dynamic-ghosts.1554410/ &...
Hey Richay, apologies for the delay. Discussed, and we'll attempt to get this in ASAP.
This is common in production client hosted setups, too. The editor is slow for a variety of valid reasons. E.g. (non-exhaustive): Burst being...
We enable it by default because it's extremely valuable for preventing death spirals in prod DGS environments, in the (hopefully rare) cases where...
It could be caused by server tick batching (which is enabled by default in 1.0), due to low editor performance. Disable it by setting...
Hey slickgotchi! Correct! And in a funny coincidence, we've been discussing this exact problem internally this week. The central problem is:...
Hey BG5SBK! Yes. And it's not just here: We serialize streams all over netcode, without respecting endianness. I don't actually know if netcode...
No. This is a localhost connection, which will only work when testing locally. Check out this HelloNetcode sample. The Relay API has a...
In the same way you would for full clients. NetworkStreamDriver singleton, Connect method. My suggestion would be to have all thin clients...
Note: Continuous character controller movements (like jumping) should not be guarded by IsFirstTimeFullyPredictingTick....
Oh, no actually. IIRC, this is the max number of netcode server fixed simulation steps that can occur per render frame (i.e. per full Unity loop...
Huh, this is unexpected. We need a doc section on diagnosing mispredictions. Did you have server tick batching enabled and low server editor...
Hey Jinx! Yes, this is something we noticed recently too (or a user pointed it out to us), and have fixed in the upcoming minor release (if it...
https://docs.unity3d.com/Packages/com.unity.netcode@1.2/changelog/CHANGELOG.html#100-pre44---2023-02-13 GhostUpdateSystem now supports Change...
Similar answer unfortunately: All three of those are best served by a Deterministic Lockstep netcode engine, which Netcode for Entities cannot...
Possible? Probably. Realistic? Almost certainly not (without extensive custom modifications). IMHO you'd be far better served by taking these...
Hey WinterOfBit! I'd recommend writing a custom template for your FixedDictionary use-cases. See here:...
This is saying it cannot find any UserDefinedTemplates, implying this step was not performed correctly. Can you double check your .asmref?
It's the slotIndex optional parameter in the if (snapshotDataLookup.TryGetComponentDataFromSnapshotHistory(ghostType, data, out LocalTransform...