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Mirror - Can't Connect to my Own Server

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A while back, I had no problem hosting and connecting to my own server using two instances of my game on the same computer. I use "localhost" as the IP. All of a sudden, when I try to connect to my own server I get this message:

Client Recv: failed to connect to ip=localhost port=7777 reason=System.Net.Sockets.SocketException (0x80004005): No connection could be made because the target machine actively refused it.

Why is this and how do I fix it?

Bluetooth 2020

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What do you guys know about making Bluetooth work with android tablets for networking a simple game in 2020?

The closest thing I could find was this repo:

https://github.com/javierfoe/Multiplayer-Bluetooth-Unity


which appears to take an abandon paid plugin, and combines it with Mirror and something called ignorance?

Sounds like I'm going to run into a lot of trouble learning 3 new things to make this work? Is there a reason we don't have a Bluetooth solution? is this somehow...

Bluetooth 2020

New to networking, how do I host games for others to see?

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Hello there,

I am about to create my first multiplayer game, never did it before. I am using MLAPI, the games can be hosted locally and joined with other players easily. But how do I proceed with the same thing online?

I want to create/host a game, give it a name, player limit, etc, then wait for others to join. But how do others can see my game? Do I use a database to achieve this? I have a lot of experience with Firebase. So when i share a game, what do I share? ip? port?

webgl app not loading

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I want to create a program to run http server by unity
I found this script to make an http server and it works well for html pages
But when adding a webgl game
The game does not run and stays at 0 percent

--------------------------------------------------


using UnityEngine;

using System;
using System.Collections.Generic;

using System.Net.Sockets;
using System.Net;
using System.IO;
using System.Threading;



public class SimpleHTTPServerComponent : MonoBehaviour
{
SimpleHTTPServer...

webgl app not loading

Server architecture & framework for an online game (with lobbies / hubs, missions, chat)

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Hi guys,
I am about to finish my master of informatics and I wanted to use my last semester break to think about how you would approach developing an online multiplayer game. While I definitely do not want to develop an MMO and invest my next 5 years into such a large project, I still find it very interesting to think about how you would approach building such a system. Unfortunately, during my studies I mainly focused on machine learning, AI and stuff like that and therefore I have very...

Server architecture & framework for an online game (with lobbies / hubs, missions, chat)

Multiplayer control of all players !

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Hello!
I did a multiplayer test that I open the program in two diferent computers , the players appear in the two machines but I m controlling the two player in each machine. All players have controle over the other players at same time.
I m using third person control or first person control scripts and direct connection to test .
What I have to do to control only the player that I conected ?

thanks !

Camera issues with Mirror multiplayer

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Hello,

I am using the Mirror extension and experimenting with a multiplayer FPS style game. The NetworkManager auto spawns a player prefab when someone joins the game. The player prefab his children transforms most notably a camera.

When client 1 starts a new server and spawns in using the player prefab everything works great. The first person camera works and the controls are great!

However, when client 2 joins the game client 1 is hosting, client 1's view becomes client 2's view. Client...

Camera issues with Mirror multiplayer

Mirror vs Photon


hasAuthority returns false on host after using SpawnWithClientAuthority.

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Code (CSharp):
  1. private void OnServerAddPlayer(NetworkConnection networkConnection, short controllerId)
  2. {
  3.     var go = (GameObject)Instantiate(_vehicle, _spawnPoint.position, _spawnPoint.rotation);
  4.     NetworkServer.SpawnWithClientAuthority(go, networkConnection);
  5. }
So "hasAuthority" on that new gameobject is always false on host, but true on clients connected to the host.
I know that this is an expected behavior as stated in http://docs.unity3d.com/Manual/UNetSpawning.html...

hasAuthority returns false on host after using SpawnWithClientAuthority.

CS0115 ..."is marked as an override but no suitable method found to override" and general problem

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I am pretty lost and try to do add a player with code with the following code:

Code (CSharp):
  1. using UnityEngine;
  2. using System.Collections;
  3. using UnityEngine.Networking;
  4.  
  5. public class PlayerSpawner : NetworkBehaviour {
  6.  
  7.     public GameObject playerPrefab;
  8.  
  9.     public override void OnStartClient () {
  10.         print ("OnStartClient");
  11.  
  12.         ClientScene.AddPlayer (playerPrefab);
  13.  
  14.     }
  15.  
  16.  
  17.     public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId, NetworkReader...
CS0115 ..."is marked as an override but no suitable method found to override" and general problem

Facepunch.Steamworks Dev Log

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Hello - I was curious if there is interest in a development log as I embark upon a multiplayer game using Facepunch.Steamworks in Unity 2019.

You can find the beginnings of test code for a client and server here: https://github.com/Facepunch/Facepunch.Steamworks/issues/349 along with some of my initial issues (development-wise, not emotional, we don't have all day :)).

I solved the issue I brought up, if there is enough interest I can start or continue this thread as a true...

Facepunch.Steamworks Dev Log

Choosing the right netcode for your game

Sync a Video on Client machines

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Hello All,
I have 4 players joining on a local lan network. My player camera is orthographic. Player controls are disabled. Each player is spawn at a fixed distance from each other. Say for example player 1 is spawned at (-10, 0,0), player 2 is spawned at (0,0,0), player 3 is spawned at (10,0,0), player 4 is spawned at (20,0,0).
View attachment 283025
In front of each player I have a Quad to which a video player component is attached and a video clip is to be played.

I tried...

Sync a Video on Client machines

Is MLAPI the best choice?

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Hey guys! I'm quite new to unity networking. I just had a quick question if anyone has any knowledge to drop me i would greatly appreciate it!

So i'm creating a multiplayer action type game. My preferred network solution for unity has long been photon. But ive decided to check in on other solutions(especially free ones) MLAPI seems to be a good choice. But i'm a little perplexed on its use.

I'm wanting to create dedicated servers that players can connect to, search for matches and play...

Is MLAPI the best choice?

Mirror + Steamworks ( FacePunch ) - Is Free?

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Hi Everyone, I'm working with a small multiplayer game around 8 - 12 players in a lobby like (The Friday 13th). I tried to search for more information about Steamworks and Mirror, they make me feel stress so much :). So anyone works with Steamwork or Mirror can help me answer some questions, Please!
- Steamworks with P2P, Matchmaking is Free?
- Mirror with Steamworks can work as P2P no need to create a Dedicated Server?
- if my game is reached a limit CCU, I need to charge some fee for...

Mirror + Steamworks ( FacePunch ) - Is Free?

Replacing Mirror

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Hi!,

I'm developing web based Virtual world game like "Club Penguin".
I've been developed my game for 3 Months and its going very well, but lately I've been started to find that Mirror is less effective for my project.
For example switching scenes (Rooms), Its Impossible to switch scenes without switching to all the active Clients.


I thought about switch from Mirror to other service,
Currently I'm using PlayFab to store players data.

I thought about switching to Photon / SmartFoxServer...

Replacing Mirror

Making multiplayer games in Unity 2019.3

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Good day
I recently installed unity 2019.3 and I was going to use it to develop a multiplayer game, however I saw that there is no network manager or network transform component or all the previous components that worked with uNet. I did some research on it and discovered that unity is moving away from using uNet and now their working on Connected Games.
My question is, How are we now supposed to develop multiplayer games in unity 2019.3 seeing as Connected Games hasn't been released yet?...

Making multiplayer games in Unity 2019.3

UnityWebRequest Post submits empty/null $_POST

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I've been going through the documentation for submitting a form via UnityWebRequest.Post, and seemingly no matter what method I use, the values always run in empty on the server.

Here is my IEnumerator that submits the web request

Code (CSharp):
  1. IEnumerator Upload()
  2.     {
  3.         WWWForm form = new WWWForm();
  4.         form.AddField("action", "create-user");
  5.  
  6.         //url is filled in on my end, replacing with "--------" here
  7.         UnityWebRequest www = UnityWebRequest.Post("--------",...
UnityWebRequest Post submits empty/null $_POST

Photon 2 "if == local player"

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Hi, I work on an object equipping system for my multiplayer game. I did the wearing part and other stuff but when it come to multiplayer I screwed up. I change the current worn objects from the player prefab with a script and that causes everybody look same in your view. All other players looks they've worn the same objects you choose. I know I have to do some networking stuff inside the script but I don't know what to do. As you can see in the images I sent, the blue player had to wear the...

Photon 2 "if == local player"

Networking: feedback and questions

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[Edited September 2020]

In the Road to 2021 blog, we committed to a fully-supported solution for networking for Game Objects. This forum will continue the games networking discussion related to Game Objects, and if you are already using the DOTS networking solution - please share your needs and challenges with the team in the...

Networking: feedback and questions
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