UNET servers and global connection
Are the matchmaking rooms separated by region? For example, can a client from UK join a game in South America? If so, we are failing to accomplish that but I didn't fiddle with any LowerLv API. How can...
View ArticleCRC mismatch despite having identical configurations for Client and Server
I'm trying to write my own network manager with separate client and server gameobjects, but connecting with a client to the server results in "UNet Client Disconnect Error: CRCMismatch", despite the...
View ArticleInstantiate only creates on the Host
I'm trying to learn how to make an online game using Unity so i'm pretty noob at this. I'm trying to create an object in run-time, so when I press space bar, a function is called. here are the codes...
View Article[FORGE] Free version - MasterServer gameobject is missing its script....
Hello. I'd like to test out Forge MasterServer capabilities but it seems that loading the MasterServer scene with its corresponding gameobject lacks the attached script. Is this intentional? Thank you.
View ArticleWhat's the proper way to handle disconnections in UNET?
I'm making a two player card game using the matchmaker, and I can't figure out how to properly delete matches from the matchmaker, and how to handle a case like when the user creates a match and then...
View ArticleCall Functions on a single client
I am trying to make a ui show up on a player after they hit a button got the button working but when i press it the ui shows up on all connected clients.
View ArticleForge Networking, How to use MasterServer and NAT
Hi everyone. I'm creating multiplayer game using Forge Networking I can't connect two devices through internet under Nat. I can find host created on one device, but can't connect to it, always getting...
View ArticleNon rigid-body authoritative unet character controller
Hi unity folk! How are you today? We (Brazilian dev team) are developing a first person, server-authoritative movement script using UNET and the Unity's First Person Character Controller (The standart...
View ArticleUnet server-authoritative movement with client-side prediction and...
Hello everyone, So I've tried several times to find some information or examples on this topic but with no luck. Found some legacy implementation but it looks like that there is no open...
View ArticleHow to create wss connection in WebGL? (ws does not work under https)
Usual websockets works ok in WebGL through NetworkTransport. But when i try to connect from under https, it says: Uncaught SecurityError: Failed to construct 'WebSocket': An insecure WebSocket...
View ArticleHow can I make my own MatchMaker?
As it seems as the moment unity's official matchmaker is limited to a certain amount of users. How can I make my own on my own server?
View ArticleUnet Network Time sync?
I can't find a way to sync time between client and server. It is essential for lag compensation. I used to have Network.Time but it doesn't work with the new hlapi. I tried using commands and rpc to...
View ArticleCan not alter QOS channels setting
Hi guys, I'm running into a strange issue. I can't alter the QOS channels list of the default NetworkingManager. I want to add a reliable fragmented channel, but when every time I did some change in...
View ArticleRelay server and matchmaking: How to enable relay service?
Hello dear community, I am currently developing an RTS and I wonder how to use the relay server. I looked into the docs right here http://docs.unity3d.com/Manual/UNetInternetServicesOverview.html ,...
View ArticleNetwork problem, buffer overflow (in 5.1.3)
Hello! We're running the online multiplayer shooter (webplayer clients, stack of authoritative Linux Unet servers), and now players started to report "jittery" behaviour during gameplay. We use...
View ArticleNetwork logic
Hi All, I am getting confused here trying to get my logic to work I am hoping someone can help correct me if i am wrong/ give some advice so my basic set-up is I have 2 players in a game. One is a host...
View ArticleHost not syncing
Lets keep it simple, the host is not getting new values, this also happens with syncLists any thoughts? Code (CSharp): void Start() { if(isLocalPlayer) { health...
View ArticleThe Lockstep Framework
Here's a demonstration of a multiplayer framework targeted at RTS games I've been working on: DPhysics will be released as a standalone asset but will also be included in the Lockstep Framework, which...
View ArticleDoes UnityWebRequest support SNI?
Let's say we need to host resources on an Amazon S3 bucket called: assets.myexampledomain.com. In that example, the S3 bucket's URI is actually assets.myexampledomain.com.s3.amazonaws.com. Amazon...
View ArticleCCU Apply to Matchmaking or Relay?
So I follow what matchmaking is. Unity has a server running with a service which you can use to matchmake games for players. However what is the relay server? What is it's role? Also, I would assume in...
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