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I don't believe that these differences between reliable and unreliable messages for the maximum payload size setting are documented, except...
Yes, because RPCs are reliable by default, they are automatically split in smaller pieces. The maximum payload size setting has no effect on...
Which setting exactly are you referring to? The tooltips on each value should provide a good explanation of what each setting does. Basically...
This problem is being discussed in this thread. The short version is that this is caused by improper handling of OS locale when writing some...
If you re-activate the clones (e.g. uncheck the boxes in the MPPM window and re-check them), does that solve the issue? What if you restart the...
Yes I would not have expected the fix above to address the out-of-date assets issues, only the timeout problem. I should have clarified that. The...
If you'd like to try the fix locally, you can change file Workflow/Editor/EditorModes/Convert.cs and replace @$"size = {size}" with...
Alright, we've identified the problem. We're preparing a fix. Thanks for helping us debug this!
@DarkRewar Thanks for posting that SJSON-related error! That's actually quite telling of what's going on, although I don't have an explanation for...
As with your other post, I'd suggest updating to the latest version of Unity Transport (2.2.1).
What version of the Unity Transport package are you using? This should be fixed on the latest version (2.2.1).
@wabugi That's a new one for me. Looks like the clone is not acknowledging messages being sent to it. Perhaps because it has crashed, which would...
Thanks for the details. If it's possible for your project, I'd suggest trying to update to a newer version of Unity. Ideally the latest Unity 6...
Also which version of MPPM and of Unity are you using?
It needs to be cast to the appropriate type in an unsafe context. Here's an example: using Unity.Collections.LowLevel.Unsafe; using...
In theory, in that scenario the RPC would be routed through the network manager that spawned the object on which the RPC is invoked. Now that's...
A lot of the basic code regarding network variables is here. Their updates over the network are done by sending a NetworkVariableDeltaMessage...
UnityTransport is part of namespace Unity.Netcode.Transports.UTP.
I know that this is probably not the answer you'd like to read, but the situation has not really changed compared to when I posted my last...
Code generation is used to make user code easier to read and write. For example it's what enables RPCs to work "magically" just by adding an...