Server game object hierarchy is not the same as client game object hierarchy
Spawning game objects across the network is flaky, as I see it. On the server, the object hierarchy is far more "different" than on the client side. As you can see, I spawn them in a nested way on the...
View ArticleGameObjects with NetworkIdendity are getting disabled
I am creating a networked version from our game. That is all going well i converted several scripts to a Networkbehavior what requires them to have a network Identity. The problem what i fase is that...
View ArticleSpawnObjects error, scene objects are not properly spawning on client
Hello, I have some objects in my scene that are networked objects. As far as I can tell, the procedure for getting these to be activated on both the host and client goes as follows: register the...
View ArticleHow do you sync up with SyncListStruct using UNET?
To me, SyncList and related classes are a bit of a mystery. From the name itself, it gave me the impression that it will be like NetworkTransform, where it would autosync up whatever contents it may...
View ArticleHow to query a dedicated server for info
Good evening! Sorry to bother you all with this, I am sure it will be noobish. I am getting used to UNET, I have done the wonderful tutorials I have found, learned how to distinguish UNET from the...
View ArticleGameSparks Support Thread:
Hello Everyone, Oisin from GameSparks here. We’ve noticed a few topics relating to GameSparks popping up here and there and decided it would be best to try consolidating it all into one thread. My aim...
View ArticleSync. car wheels over UNET.
How? The car itself uses a networkIdentity already, so networkTransform sync is no otpion. I'm frustated there's seriously not one single topic anywhere on the web, related to this problem. I'm using...
View ArticleListMatchResponse matches[i].directConnectInfos.Count sets to zero when third...
Hi, We're trying to set up a server that can handle one room with multiple clients through a relay server, with use of Unity's low-level network transport layer. The problem we're experiencing is that...
View ArticleMultiplayer works on local machine but not on server?
I followed the tutorial in the pdf attached and the game works great on my local machine. However when i put the files on my server and test on two different computers it does not network. What am i...
View ArticleHandling Host and Client disconnecting
I've set up a lobby with the NetworkLobbyManager, and as far as I understand, when you call either StopHost or StopClient, the client will disconnect, and reload the scene set as LobbyScene, is this...
View Articlelag issue while testing the game
i developed a video game that player controlling the ball form characters. when i start the game with standart networking settings, gameplay becomes so much laggy. i changed the settings, it getting...
View ArticleNetworkBehaviour stopping script from being used in local only game.
Hi, I have a 2 player local game that I've converted to networked. I've made the scripts compatible with both so now you can set the game to network and use the NetworkManagerHUD to play a network game...
View ArticleSyncing position without Network Transform
So as I want to look up into custom interpolation but before that I am trying to figure out the best way of syncing raw position and rotation data. I tried the following: Code (CSharp): public...
View ArticleHow To Run Own Master Server On a Cloud Computer?
Hi! I am trying to run a master server on my vps.ı am using builded master server and facilator bat files. When ı open them on server pc , everything looks working and ı can get this message on cmd = "...
View ArticleOnReceivedBroadcast doesn't supply port number
NetworkDiscovery.OnReceivedBroadcast(string fromAddress,string data) supplies the fromAddress string in the format ::ffff:192.168.0.50 for example. Initially I thought the ffff part might be the port...
View ArticleNew User - Please take a second to help me here, could save me months
I am creating an mmo which is not very complicated by any stretch of the imagination. I want there to be two different game modes: an exploration mode - where players can travel a grid based world,...
View ArticleCommand not working at all
Code (CSharp): using UnityEngine; using System.Collections; public class Bullet : MonoBehaviour { public Hero shootHero; public string direction; public Player myPlayer; // Use...
View Article[Forge] joining host on an Android device?
Dear Forge and Unity developers, I am making a simple card game with multplayer, it is going good but the networking part is driving me crazy. I am using the free version of Forge networking, I have...
View ArticleSync variables with new players
Hello, I've recently started using PUN, and I'm having trouble syncing data with players that join the server late. For example, if player 1 has 10 kills, and a new player joins the server, he will see...
View ArticleHelp: Custom NetworkLobbyManager not working
Hello dear Community, I am sorry to bother you once again, but I am getting stuck while creating my own NetworkLobbyManager. I derived from NetworkLobbyManager and added some code, to be able to create...
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