ezoray
ezoray
Thanks @jeffreyrainy, that last issue stopped happening a little while ago so may have been fixed inadvertently by another update. There was one situation where it still happened in my...
The same issue was mentioned here #1306 back in October. It's marked as critical but strangely still open.
Actually using Start is unreliable, the list is sometimes but not always up-to-date when it's called leading to list changes being missed. I'd change this issue to being a bug...
I'll close this as using the latest develop update it appears to have been fixed.
Have you looked into disabling scene management and handling it yourself?
@NoelStephensUnity great thanks. On the same sort of subject, I was just looking at network lists and if the read/write permissions are both Owner and ownership changes the list contents...
Thanks Noel I appreciate the detailed explanation. I'm on the fence about this, I was struggling to think of a use case for it where it would be the preferred...
Aha thanks Noel, I'll have a play with it.
There's a requirement even if all players are specifying their own prefab hashes that the NetworkManager's Player Prefab field be set with a prefab value. I always thought this a...
Hi @samlucas-unity, it was me who replied to that thread (cerestorm) and I guess I wasn't clear enough to the OP. The issue is if the client Player object is...