tag
#sync
3 items (3 fixes)
fixes
✓ 26.07
"[Sync] component created after NetworkSpawn silently never replicates"
A component with [Sync] fields added in OnStart (after NetworkSpawn) never replicates — each peer creates its own local instance and the sync pair silently never matches.
networkingsync
✓ 26.07
"FromHost field on a runtime singleton does not replicate without NetworkSpawn"
A [Sync(SyncFlags.FromHost)] field on a runtime-created singleton never replicates — the object needs NetworkSpawn, not just NetworkMode.Snapshot.
networkingsync
✓ 26.07
"Overhead UI element freezes at a remote player's spawn position"
An overhead name tag or health bar anchored to a per-player gameplay field freezes over a remote player's spawn position while their model walks away — anchor off the networked transform instead.
networkingproxy