The improvements come from the new on transform arrays. 7. Common Pitfalls & Solutions 7.1. "Missing Method Exception" on Start Cause: Unity’s script compilation order. Fix: Move STP_Internal folder to Plugins/STP . Restart Unity. 7.2. Client Disconnects After 10 Minutes (Timeout) Cause: The default heartbeatInterval = 5000ms is too high for unstable mobile networks. Fix: In STPConfig.asset , reduce to 2000ms and set disconnectTimeout = 45000ms . 7.3. Resources Reappear on Clients After Harvesting Cause: Client-side prediction cache not clearing. Fix: Update to v1.3.4 which includes OnDespawned RPC callback fix. Alternatively, manually call NetworkServer.Destroy(gameObject, 0.5f) . 8. Extending the Template: Networked Weather & Seasons A requested feature not natively included (but easily added via STP’s StateBroadcaster ):
Have you built a project with this template? Share your experience in the community showcase forums. Multiplayer STP Survival Template PRO v1.3.4.un...
| Metric | v1.3.2 | v1.3.4 | Improvement | |--------|---------|---------|---------------| | Max players before tick drop (<20Hz) | 48 | 72 | +50% | | Memory per connected player | 12 MB | 8.4 MB | -30% | | Bandwidth (20 players moving, 50 resources) | 340 KB/s | 210 KB/s | -38% | | Initial sync time (1000 entities) | 4.2 seconds | 2.7 seconds | -36% | The improvements come from the new on transform arrays
[Networked] public float rainIntensity get; set; [Networked] public int currentSeason get; set; [Server] void Update() rainIntensity = Mathf.PerlinNoise(Time.time * 0.01f, 0) * 0.8f; BroadcastStateChange(); "Missing Method Exception" on Start Cause: Unity’s script
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The improvements come from the new on transform arrays. 7. Common Pitfalls & Solutions 7.1. "Missing Method Exception" on Start Cause: Unity’s script compilation order. Fix: Move STP_Internal folder to Plugins/STP . Restart Unity. 7.2. Client Disconnects After 10 Minutes (Timeout) Cause: The default heartbeatInterval = 5000ms is too high for unstable mobile networks. Fix: In STPConfig.asset , reduce to 2000ms and set disconnectTimeout = 45000ms . 7.3. Resources Reappear on Clients After Harvesting Cause: Client-side prediction cache not clearing. Fix: Update to v1.3.4 which includes OnDespawned RPC callback fix. Alternatively, manually call NetworkServer.Destroy(gameObject, 0.5f) . 8. Extending the Template: Networked Weather & Seasons A requested feature not natively included (but easily added via STP’s StateBroadcaster ):
Have you built a project with this template? Share your experience in the community showcase forums.
| Metric | v1.3.2 | v1.3.4 | Improvement | |--------|---------|---------|---------------| | Max players before tick drop (<20Hz) | 48 | 72 | +50% | | Memory per connected player | 12 MB | 8.4 MB | -30% | | Bandwidth (20 players moving, 50 resources) | 340 KB/s | 210 KB/s | -38% | | Initial sync time (1000 entities) | 4.2 seconds | 2.7 seconds | -36% |
[Networked] public float rainIntensity get; set; [Networked] public int currentSeason get; set; [Server] void Update() rainIntensity = Mathf.PerlinNoise(Time.time * 0.01f, 0) * 0.8f; BroadcastStateChange();
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