Comments (12)
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.
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I am on Unity 2018.3b12, the object inspector only shows the NetworkIdentity
version of UNet, no Mirror Version found. Runtime and Runtime-Editor are properly referenced excluding Editor platform or not.
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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.
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@babaq, could you link the video you were watching?
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Thanks for the quick response.
the 2018.3 is close to release date, so I guess the engine dlls and the DEAD UNet are probably settled.
you could publish a guide of how to build Mirror and I could try to build it against new unity version?
anyway.
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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.
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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
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@SoftwareGuy it's the video in the migration
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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?
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@djgaven588 grab the latest autobuild, the one on the Asset Store is very outdated compared to the autobuild ones :)
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@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
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@TimPickup confirmed Mirror-571 can be recognized by Unity 2018.3b12 after correctly referencing runtime.dll and runtime-editor.dll.
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Related Issues (20)
- random kcp things
- There is already a player for this connection - If scene changed HOT 1
- Error when client disconnecting in Mirror 81.4.0 HOT 1
- NullReferenceException of KcpTransport when host disconnecting HOT 1
- NetworkRigidybody2D not syncing angular velocity.
- NetworkTransformUnreliable not syncing rotation with different position & rotation sensitivities HOT 2
- NullReferenceException in KCPTransport HOT 1
- Make kcp transport able to log with Debug.Log HOT 1
- Web GL can not run ok。 HOT 1
- Custom Class Can't Be Sync By [SyncVar] HOT 2
- IOS Unity player hangs in kcp transport if call HostDiscovery.StopDiscovery() when switch back from background HOT 4
- NetworkDiscovery no Fail to execute as scheduled
- KCPTransport null OnDisconnect action when exiting Play Mode HOT 1
- 'Transform' does not contain a definition for 'GetPositionAndRotation' HOT 2
- Transports callbacks errors HOT 1
- ServerChangeScene sends NotReadyMessage to non-authenticated-yet connections HOT 2
- AOI issue - NetworkClient.DestroyObject vs NetworkIdentity.OnDestroy HOT 2
- Authentication messages are skipped when using StartHost() + ServerChangeScene() HOT 2
- KCP Threaded Client Error On Disconnect
- NetworkAnimator: animatorSpeed is never assigned for new clients when joining a game and can cause desync
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