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Feedback NetworkList<T> is about usless ... here is what it needs to be of use

Discussion in 'Netcode for GameObjects' started by lodendsg, Sep 28, 2022.

  1. lodendsg

    lodendsg

    Joined:
    Sep 1, 2012
    Posts:
    342
    Basically you should aim for NetworkList<T> to be as functional as List<T>

    This would mean needing IEnumerable<T>, ICollection<T>, IList<T> and quality of life features like RemoveAll(predicate<T>) etc.

    As it is, I'm better off implementing my own mechanisms for collection syncing
     
  2. UnkelRambo

    UnkelRambo

    Joined:
    Oct 26, 2012
    Posts:
    73
    I submitted a similar feedback request here:

    https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/2350
     
    RikuTheFuffs-U likes this.
  3. RikuTheFuffs-U

    RikuTheFuffs-U

    Unity Technologies

    Joined:
    Feb 20, 2020
    Posts:
    381
    @UnkelRambo if it had been possible to add a "heart" emoji to your post, I would have done that <3

    @lodendsg thanks for the feedback, if you find yourself in a similar situation (where something doesn't work as yuo expect, or a feature is missing) the best way to get it implemented is to open a feature request/bug report (in the form of an "issue") on the official repository of Netcode For GameObjects
     
    UnkelRambo likes this.