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Ahh... Ok, so I apologize... I think I know what might be happening... When you dragging the object (assuming this is during runtime and not...
If this is the root of the issue then you can resolve this by increasing your NetworkManager.NerworkConfig.SpawnTimeout value (Spawn Timeout if...
I will definitely look into the possibility of deferring this message if sent and received while in the middle of a scene loading event. We are...
Have you made sure that the instance you are setting to local space is being run on the owner's instance? A quick example of how to check this:...
Alternately you can just assign the main camera within a NetworkBehaviour.OnNetworkSpawn method only for the owner of the player object: A very...
Make sure you are using an owner authoritative NetworkTransform (also known as a "ClientNetworkTransform") and not just the default...
I would stay away from using messaging for an event notification to occur on the same object that is being despawned to avoid any issues. You...
You need to update to NGO v1.8.x to have the universal RPC feature set (recommend v1.8.1 due to the hot fix).
So, The first exception is definitely a tools exception. The second one could happen if components are being removed or disabled prior to...
Is that a typo or is your code missing the close parenthesis? [Rpc(SendTo.Server)]
This might not solve your issue with the RPC usage, but you can use the NetworkManager.ConnectedClientsIds to get the current connected user...
The only other thing I could think of would be to just invoke within the OnApplicationPause method if pause is true: var transport =...
Apologies for not responding sooner. I have been working on a new "session mode" for NGO (distributed authority) which would indeed provide an...
I have raised awareness of this issue and will let you know. It does seem to be an Android OS specific behavior and seems to impact a wide variety...
Depending upon which kind of authoritative motion model you are using really depends upon where physics will be simulated. If you are 100%...
Ahhh, yeah that would also be an issue.
Try removing the multiplayer tools package and see if this resolves your issue?
As a side note: You can also accomplish the same thing without having to specifying the target in the names like this:...
You should try to avoid using the legacy names for the universal Rpcs. Try this adjustment: [Rpc(SendTo.Server, RequireOwnership = false)] private...
Awesome! If you run into any issues feel free to reach out. ;);)