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0
votes
Fixed

NetworkReader.ReadNetworkIdentity assumes it is on client

Networking

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May 22, 2015

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Version/s:

The function NetworkReader.ReadNetworkIdentity assumes it is on client, so it uses ClientScene.FindLocalObject(). If it is on a dedi... Read more

0
votes
Duplicate

UNET can't have multiple scripts deriving from NetworkBehaviour on same ...

Networking

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May 25, 2015

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Version/s: 5.1.0f2

To reproduce: 1. Open attached project 2. Build and Run windows standalone 3. Open Menu scene in editor 4. Select Player prefab and... Read more

0
votes
Fixed

[UNET] Memory continuously builds up with uNet server simply activated

Networking

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May 22, 2015

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Version/s: 5.1.0f1

Repro steps: 1) Open the project and scene Main 2) Open script Main.cs and change the IP in server.uStart() function to 127.0.0.1 3... Read more

0
votes
Fixed

[UNet] UNetStaticUpdate() periodically allocates memory

Networking

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May 28, 2015

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Version/s: 5.1.0f2

Steps to reproduce: 1. Create empty unity project 2. Open "Profiler" window. In it's search bar type "unet". This will help to obse... Read more

0
votes
Fixed

no way to detect an idle network connection

Networking

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Jun 01, 2015

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Version/s:

There is no way to detect an idle (but still connected) network connection in network HLAPI. Since HLAPI processes messages without... Read more

3
votes
By Design

No way to NOT use an offline scene in NetworkManager

Networking

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Jun 01, 2015

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Version/s:

There is no way to NOT use an offline scene in NetworkManager. Even if both the offline and online scene slots are empty in the Netw... Read more

0
votes
Fixed

Having a NetworkIdentity on a NetworkManager object disables it in play ...

Networking

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Jun 02, 2015

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Version/s:

Having a NetworkIdentity on a NetworkManager object disables it in play mode. It should not be allowed to have both these components... Read more

0
votes
Fixed

[Networking/SyncVar] Declaring more than 32 SyncVars in one class causes...

Networking

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May 26, 2015

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Version/s: 5.1.0f2

Reproduction steps: 1. Open attached project "UNETSyncVars" 2. Build scene "Test" 3. Launch a host instance and a client instance 4.... Read more

0
votes
Fixed

NetworkTransform can be put on an object more than once

Networking

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Jun 03, 2015

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Version/s:

NetworkTransform can be put on an object more than once. Should be restricted to one instance. Read more

2
votes
Fixed

NetworkTransform has no way to validate client movement on the server.

Networking

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Jun 03, 2015

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Version/s:

NetworkTransform has no way to validate client movement on the server when in local-player-authority mode. Read more

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