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MatchDesc MatchAttributes are always null

Hey guys, I'm making a basic little lobby-based multiplayer game where players can create and filter rooms based on some criteria (like level cap, whether it's playing or not, what map it's using,...

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Underscores _ in match names being changed to [_]

If I name a match "test_match", it ends up being named "test[_]match". Is this by design?

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[Server] SomeFunction vs [Command] CmdSomeFunction vs [Server] CmdSomeFunction

Hi, Whats the difference between Code (CSharp):  [Server]   public void CountDownLevelChange(){   ...... and Code (CSharp):  [Command]   public void CmdCountDownLevelChange(){   ...... and Code...

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Networking HLAPI - Only do something when there is at least 2 players connected

Hi there. Right now I have the following: - Scene - Player Prefab that gets spawned on connection. - Ball that is a child of player prefab. I have the following script Code (CSharp):  void Start()   {...

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SyncList channel

Can SyncLists only be used on channel 0? If so why?

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CreateMatchRequest.matchAttributes

matchAttributes seems to only take <string, long> which seems amazingly limited? Either im using it wrong or it seems impossible to send a string as the value? If this is correct then the...

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Always eat your functios

Little spelling error here: http://docs.unity3d.com/ScriptReference/Networking.ClientRpcAttribute.html

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UNET String SyncVar - Any Ideas?

Yet again, another networking noob! Anyways, I am testing a simple fps networking game. This script (PlayerSync.cs) is attached to the Player Object that is assigned in the Network Manager (I am using...

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Bug Synchronizing Animator Triggers

Is this issue ever going to be acknowledged, let alone addressed? The NetworkAnimator does not synchronize trigger parameters. ...and if you try to use NetworkAnimator.SetTrigger it executes the...

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NetworkTransport.Init() problems with the editor?

Hello everyone. I have this custom NetworkDiscovery class based directly on the one offered by "aabramychev" here:...

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Questions about networking

Dear unity developers, I am developing games as a hobby and I want to create my first game to publish, I made several small games for education purposes but none of them included multiplayer (I don't...

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Server specifications for game

Hi community, I'm working on trivia multiplayer game. But it's kinda a bit more than just trivia game there are user profiles, friends, chats etc, tournaments, other data and processing... Right now...

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Client raycast not working

Hey, Ran into a weird problem while testing out my shooting function in 2D game. Apparently only the servers host has a working raycast + only the host is able to deal damage (because of the working...

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2D Multiplayer (PHOTON) Game HELP !!!

Hi, Im triying to make a Unity cross-screen multiplayer game, with Photon. I made the basics of the game but I need to know how to send a bullet to the other player with photon.Need help pls. Here is...

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Help configuring a client-server connection, existing function goes missing

Hello, I'm trying to make a simple client-server communication between a Node.js server and an Unity Android game, but I'm having problems trying to figure out why the code I'm making doesn't work. In...

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Is there a simple way to set a matchmaker match status to isPrivate?

Is there a simple way to set a matchmaker match status to isPrivate? I can control visibility of lobby matches displayed to a user by checking player count against room size . I get the list of matches...

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Can anyone share some Network Design Strategies for WebGL using UNET?

I used UNET extensively in my project, and is now coming to the point where I am seriously considering WebGL. The only thing preventing me from moving on is the unknown factor involving network designs...

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uNet Capabilities for MOBA style mobile game (Unity Official Response...

Hello, I've been working on a mobile "MOBA" game that will support up to 8 players real time multiplayer. I've tested uNet for Unity's networking, and so far I have had nothing but issues and most...

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Too large message?

When a player connects I send a pretty big message with all the needed data of the game. It's a lot of data, but will be send only once. I get an error, however, stating that I'm writing too much to...

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Server object transport syncs, but not the client one

Hi there. So i've implemented multiplayer on my game and so far, everything is working fine. Only problem right now is to sync the movement on both host and client. I got 2 prefabs. Both of them have...

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