Marcel van Daalen
Marcel van Daalen
### Description When the server disconnects a client through NetworkManager.Singleton.DisconnectClient([clientId]), OnClientDisconnectCallback is not triggered. It is triggered when the client disconnects itself. ### Reproduce Steps 1. Subscribe to NetworkManager.Singleton.OnClientDisconnectCallback 2....
Whenever a client connects to my server I get spawned with dozens of identical warnings about some metrics – but I have no idea what these metrics are or how...
[The doc page on NetworkObject parenting](https://docs-multiplayer.unity3d.com/docs/advanced-topics/networkobject-parenting/index.html) describes a very common situation in which one parents an item (say a picked up weapon) to part of the player (say the hand)....
When a scene networkobject has a child networkobject, warnings are produced when they are automatically being replicated upon a new client connecting (not for the server): "Cannot find parent. Parent...
**Is your feature request related to a problem? Please describe.** If NetworkTransform's InLocalSpace changes during runtime, and interpolation is on, the object is teleported to its previous local coordinates in...
When setting a small jitter in a Unity Transport component (say 3 ms), a connecting client will be almost immediately disconnected with the following error: "Couldn't add payload of size...
**Suggested Changes** Currently NetworkObjectReferences are not allowed to be null, which limits their usability in custom structs. I have some clunky workarounds in place now to deal with cases in...