Hi all,
We've been working on a arcade-style multiplayer racegame using Unity 5 and UNET. The races are relatively short (approximately 2 minutes) so it's important that players can quickly start a new race (rematch, different track, etc).
We have an issue after a race is finished.
After finishing a race, the server calls NetworkServer.SetAllClientsNotReady(); so that players can send that they are ready for a new race after a new track is loaded. When connecting to the...
UNET Clients Not Ready
We've been working on a arcade-style multiplayer racegame using Unity 5 and UNET. The races are relatively short (approximately 2 minutes) so it's important that players can quickly start a new race (rematch, different track, etc).
We have an issue after a race is finished.
After finishing a race, the server calls NetworkServer.SetAllClientsNotReady(); so that players can send that they are ready for a new race after a new track is loaded. When connecting to the...
UNET Clients Not Ready