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which NetworkIdentity to replace UNet NetworkIdendity, Runtime or Runtime-Editor? #132
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The runtime-editor one is responsible for assigning GUIDs and whatnot to assets. You should not (and probably never) be randomly grabbing the scripts from inside the DLL in the project directory inspector, instead use "Add Component" on your object's inspector. This will ensure everything is correctly weaved and whatnot on deployment. If you don't do it this way then we cannot be certain that it'll work without issue. |
I am on Unity 2018.3b12, the object inspector only shows the |
Hrm, I see how it is. We're kinda unable to support 2018.3 beta right now as we build against Unity 2017.4 LTS DLLs. We don't have access to the dead UNET HLAPI for 2018.3 yet, but when it comes available we'll probably do a build for that version. Stand by and wait for the other devs to chime in. |
@babaq, could you link the video you were watching? |
Thanks for the quick response. anyway. |
Can confirm, 2018.3 beta has issues with Add Component not listing anything from Mirror. I am having to drag from the Project window onto the object I want the script on. |
I use 2018.3 without issues - im trying to work out what issue your having so I can help. Im just setting up from scratch now to check |
@SoftwareGuy it's the video in the migration |
Could it possibly be caused by how I am using it from the Asset Store? The last update was November 4th. Perhaps something was pushed onto GitHub which fixed the issue? |
@djgaven588 grab the latest autobuild, the one on the Asset Store is very outdated compared to the autobuild ones :) |
@babaq I can confirm I saw the same issue when I set up a new project in 2018.3.0b12 using latest Unity build mirror-571 (https://github.com/vis2k/Mirror/releases/download/mirror-571/Mirror.zip) But, after setting the DLLs up correctly and then fully shutting down all copies of Unity and starting the project back up, I can now see the correct Mirror versions of components |
@TimPickup confirmed Mirror-571 can be recognized by Unity 2018.3b12 after correctly referencing runtime.dll and runtime-editor.dll. |
## [30.1.2](MirageNet/Mirage@30.1.1-master...30.1.2-master) (2020-03-29) ### Bug Fixes * client being disconnected twice ([MirrorNetworking#132](MirageNet/Mirage#132)) ([36bb3a2](MirageNet/Mirage@36bb3a2)) * client disconnected on server event never raised ([MirrorNetworking#133](MirageNet/Mirage#133)) ([9d9efa0](MirageNet/Mirage@9d9efa0))
In the Migrations Guide, no instruction was given about where are these
NetworkIdentity
Component, I only found it's in theRuntim.dll
andRuntime-Editor.dll
by watching the video.So there comes the question, Which one to use? or more generally speaking, if the Editor version is attached to a game object in unity editor, will it automatically linked to Runtime version when build? what's the different between these two dlls?
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