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NetworkManager source?

I have read in these forums that the NetworkManager is not needed, I can work with the NetworkServer and NetworkClient directly. However from the assembly viewer I can see the NetworkManager does many...

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-Batchmode memory leak and fix

Hi guys, we had been struggling with a memory leak for some time and finally tracked it down. We're also using uLink but that's not important. When running a unity build without a camera and/or with...

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How to spawn different game player prefab with gui lobby manager?

Is it possible if you have different kind of players to decide which one to spawn?

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Issues with setting ClientScene.Ready after a scene change

After changing scenes on a single player host, I ran into an issue where calling ClientScene.Ready followed by NetworkServer.SpawnObjects in the during an object's Awake failed to actually enable my...

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Server Side Persistent Data

Hello every1, I wanted to know how you guys are implementing server side persistent data on your game servers, keep in mind am asking about the concepts not the code. Saving player position, inventory...

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LobbyPlayer to GamePlayer NetworkLobbyManager

I hope this helps someone. OnLobbyServerSceneLoadedForPlayer not getting called? OnLobbyServerCreateGamePlayer not getting called? public override bool OnLobbyServerSceneLoadedForPlayer(GameObject...

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NetworkClient.OnCrc NullReferenceException issue

I've been playing with Unity Networking, trying to have a prefab created when a client connects and also to create another separate object which contains the player data, (yes I could put them into one...

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Run InGame Server as dedicated

Have a game with ingame server made on unity, and try to run that server with -batchmode -nographics commands. Problem is, game just running to main menu, and i dont know commands to run server from...

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Get real bytes/s

I'm somehow stuck on getting some information on network traffic. Some numbers I can get with Code (CSharp):                     bytesIn = NetworkTransport.GetPacketReceivedRate(conn.hostId,...

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UNet client response is too slow

I'm testing my game with 2 local instances of game Client joins server using unity providing matchmaker. The problem is, when server sends any network packets to client (using SyncVar, NetworkMessages,...

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BroadcastDiscovery multiple clients on the same machine

Hello, I'm trying to get broadcast discovery working in my game using the LLAPI and have run into a bit of a snag which I think only really impacts testing as far as I can tell. As soon as the player...

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UNetWeaver error: Exception :System.InvalidCastException: Cannot cast from...

Hello. Sorry for english mistakes : I had a code working quite properly with unity 5.1.1f1 I just install the patch 5.1.2p1 Then, I have that error : Code (CSharp): UNetWeaver error: SyncVar...

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[BUG] NetworkConnection.SetMaxDelay() does nothing,...

Problem: NetworkConnection.SetMaxDelay(float) has no effect because ChannelBuffer.m_LastFlushTime is never set. This means that the buffer is flushed every update instead of every maxDelay seconds....

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Cloud / standalone authoritative server with autohosted rooms

Hello everyone! Is there any solution to implement this kind of server? I would like to know how to get: Authoritative standalone server (where host is not one of the clients but separate pc / cloud...

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Masterserver in Unity

I have seen the masterserver of Unity and this server is used for hosting games for Players similiar to the matchmaking System in the Unity cloud. So a host (Client and Server in one) hosts a game via...

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Maximal connection of local player for each client?

It is possible to Change the number of the maximal Players per Client? At the Moment it is 32 local players

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Servers to game of war style game

I'm just going to start off by saying I am not making a game of war game. I understand it is beyond my skills at this point. Just had a thought at work and was wondering if it cold be done. I was just...

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UMA Remote Client Generation as a black shadow figure

I have basic network connection operating along with networked animations for a generated UMA player model, and everything seems to be working great, except for the appearance of the remote clients...

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how are layers and scenes treated in unity networking?

i am working on a multiplayer game involving 2 teams with 4 players and i'm wondering how i will get the layer system to work in this madness. however it dawned on me that scenes for one player with...

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Unity 5.1 Networking - Spawn an object as a child for the host and all clients

I have a player object who can equip multiple weapons. When a weapon is equipped, its transform's parent is set to its hand. I have messed around with this for some time and cannot get this to work for...

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