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Client doesn't move with new input system
Resolved
Duplicate scene game object
Resolved
Additive scene producing errors when using custom spawn functions for object pool
Resolved
RPC calls with KCP protocol
Resolved
RemovePlayerForConnection deprecated, need documentation or info
Resolved
I use KCP to develop, then I switch to FizzyFacepunch and it connects but not spawns client player
Resolved
Issue with MK Edge Detection - Weaver trying to serialize something in a DLL?
Resolved
Synchronising childās
Resolved
Question about item drops. Destroy\Instantiate vs Enable\Disable + teleport
Resolved
Do NetworkMessages have a higher max byte size than [Command]?
Resolved
Central Player Database
Resolved
Outdated documentation for NRB2D?
Resolved
My networkmanager does not spawn all gameobjects on all clients on server deploy but does locally
Resolved
Player not spawning if AI does and AI doesn't if Player is.
Resolved
Relationship between tickrate and ping
Resolved
Moving multiple players with A* pathinding pro
Resolved
Setting a Syncvar of a scene object before spawning
Resolved
Hook method not called
Resolved
ClientRPC call not working
Resolved
Brain Knot with SyncDictionary and Dictionary
Resolved
I want to know how the developers of Mirror learned IL Weaving? #MSIL #SyncVar
Resolved
What is the right way to change TimeScale for everyone?
does NetworkLerpRigidbody still exist?
Resolved
What is the correct way reset Mirror connections?
Custom Interest Management not working in build
Resolved
Best way to create dashes?
Different prefabs for local and server players
Resolved
Additive Scene Spawn
Resolved
SyncVars and OnStartClient
Resolved
Scene Objects not getting Spawned
Resolved
Regular objects not being loaded.
Resolved
Use case for mirror/steamworks
Resolved
Car sync issue
Collisions between players
NetworkBehaviour callbacks only being executed on the host.
Resolved
"Scene Distance Interest Management" script missing, but exists according to the User Manual
Resolved
Lifecycle Mgmt of Network Objects
Resolved
Sync steps of the operation to the clients
Resolved
NetworkTransformReliable teleports when calling `RemoveClientAuthority`
Steam reviews my game and they didn't approved because of "kcp2k.dll" and "teletaphy.dll"
Resolved
Spawned torpedoes and explosion not visible
Network Manager is destroyed when the scene switches to Offline Scene.
Resolved
[Resolved] is there a way to send extra information to the server when joining?
Resolved
how to set port with NetworkManager.singleton.StartHost();
Resolved
RTS - migration from Unet, client not spawning units.
Manually Spawn
Resolved
[Scene] attribute returning path, so can't ServerChangeScene()
Resolved
NetworkConnectionToClient
Resolved
How do I create a private chat system?
In Cmd function how to know if a player is the host? Using player.isLocalPlayer or player.isServer?
Resolved