Looking to setup a LAN only multiplayer game
Where to start? I haven't done much other than use the old unity system with network view to sync up some basic networked movement in a simulation. What I would like to do is a turn a 2D game I have (a...
View ArticleHow to see the code for the unity network component scripts
I want to see the code from the components you can automatically add for the networking so I can change things (for example the HUD). Is there a way to do this when I try to open in monodevelop on my...
View ArticleRecommended strategy for game that is playable both online and offline?
Is it safe to host a game as localhost for offline play? That would be the easiest solution because then I could use the same code offline and online. Would this work on all computers, mobile devices,...
View ArticleConnection parameters
Can i use parameters on connection? i use startclient on client and OnServerConnect on server. i want to pass a security token on connection and decide to kill connection.
View ArticleSecure Connection
Is a RPC call communication secure? i want to send secure information.
View ArticleUNET Bug when modifying SyncListStructs before AddPlayerForConnection
I have a rather huge UNET project where a player has several different SyncListStructs for items, equipment, skills, quests etc. I implemented my own OnServerAddPlayer function, which: Instantiates the...
View ArticleProblem with (old) Unity Master Server and NAT Facilitator
Hello, I'm unable to connect two devices together using the old Unity Master Server and NAT Facilitator, installed on our own server. What I'm doing is start a server on both devices, register both to...
View Article[UNET] Spawn existing network GameObjects on newly connected client
I'm trying to do what the title says. Let's say I have started the game. Have some clients connected and some networked objects spawned. All's going good. Then a new client joins. He got his new player...
View ArticleSyncing Gun sounds?
I have tried to make a script which syncs gun sounds so when player A shoots, player B hears the gun fire from player A's audio source. I have tried to use RPC's but got nowhere. If someone could write...
View ArticlePlay Controller Problem with Multiplayer
Hey folks, I have been trying to incorporate a simple player controller and allow it to work with a multiplayer game. Here is a code blurb from the NetworkManager.cs script, SpawnPlayer Instantiates...
View ArticleUnet server using Web Sockets has performance issue
I am experiencing CPU usage issue when running Unet server (as Windows desktop build) with and without checked option "Use Web Sockets". It looks like the build is 20-30x slower with Web Sockets and...
View ArticleCalling a server function from clients
I am trying to make it so I can spawn objects on all the clients from the server based on an action from a client. I can't figure how to set this up. Any advice/code examples very welcome
View Article[PUN] [Multiplayer] Scene synchronization problem after leaving room.
I am building a 2 player multiplayer system where One player creates a room and another player "joins randomly" to a room. this is my Awake function in the online menu scene. Code (CSharp): void...
View ArticleHost Migration will work only for LAN games?
Host Migration will work only for LAN games? From Unity Roadmap, it says that Networking: Host Migration Support for migrating the "host" of a network game to be one of the non-host clients when the...
View ArticleHow Can You Load Scenes Additively Across A Network?
The title. How can you additively load scenes on a server, and have these scenes additively loaded on all clients as well and keep the client and server objects/scenes in sync with each other? I have...
View ArticleNetworkServer spawn not working
Code (CSharp): GameObject Turret = (GameObject)Instantiate(TurretPrefab, tileCastedOn.transform.position + new Vector3(0,0.65f,0), Quaternion.identity); foreach (GameObject playerGameObject...
View ArticlesyncRotationAxis can't be set from script
I was trying to set syncRotationAxis through script while inside editor. I am doing this in a usual way: Code (CSharp): go.GetComponent<NetworkTransform>().syncRotationAxis =...
View ArticleHardware requirements for headless mode server on linux
Hi, all I have a headless game server based on unity 5.3.1f1, and it's ok on both centos7 and ubuntu12.04 in my vmware virtual machine. But on my dell r420 server, centos7 crashed as following: Native...
View ArticleFiring bullets over server/clients
In all the examples the network send rate is set to zero so it doesn't update however if I do this on the clients the bullet never moves (it is fine on the server). I can turn them up to 29 send rate...
View ArticleCustom NetworkHUD dont working
Hello, I'm actually writing a multiplayer game. I'd like to write multiplayer, but my script doesn't work. Code (CSharp): using UnityEngine; using System.Collections; using UnityEngine.Networking;...
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