Comments (3)
It's implicitly coming if issue #3 is resolved. In the meantime, yeah, websockets is a must have.
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Guessing this is a feature you guys need. I will move it up the priority list. Closing this, please continue conversation on https://github.com/TwoTenPvP/MLAPI/issues/3
from com.unity.netcode.gameobjects.
Added TwoTenPvP@fba648c
from com.unity.netcode.gameobjects.
Related Issues (20)
- Is it posible to implement ServerRewind with NetworkTransform?
- 2.0.0-exp2 Distributed Authority has some undue GC every frame
- Scene network objects are broken on first "enter playmode" using disabled scene reload in editor HOT 2
- Corrupted network batch on client during stress testing (Received a packet with an invalid Hash Value.) HOT 13
- Issue when using Unity 2021.3.37f1 and the latest version of Netcode - receiving invalid has codes sends my players flying HOT 1
- Unnecessary GC in Multiplayer Tools & Unity Transport
- Distributed Authority NetworkTransform errors after claiming transferrable ownership HOT 4
- Multiplayer Play Mode 1.0 fails to reload domain under specific circumstances HOT 1
- Packet received with invalid Hash value HOT 3
- Overridden Rpc function with SendTo.Everyone gets called twice when calling the base function HOT 2
- NetworkRigidbody never syncs velocity, especially problematic for Distributed Authority HOT 1
- Granting the Distributed Authority Host ownership of a gameobject from a remote client erronously triggers a warning HOT 1
- Interpolation causes collider related out-of-sync HOT 5
- Interpolation causes collider "slides" a little when bump into each other HOT 2
- Received a packet with an invalid hash
- Received a packet with an invalid hash
- SpawnManager.InstantiateAndSpawn doesn't Instantiate on Server HOT 1
- NetworkTransform sends wrong initial position to remote clients, and this error can persist HOT 7
- NetworkRigidBody2D changes the RigidBody2D body-type to kinematic for the server when NetworkTransform is attached. HOT 1
- Cancelling client's connection results in scene network objects to be destroyed
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