Can't add scenes to Network Manager slots in inspector
I've been working with the Network Manager without any modifications and for some reason, in the current project I'm working on, it won't accept any scenes I try and drag into the Offline Scene and...
View ArticleNetworkServer in Console Application
Hi! I need a console / windows service application for hosting the network communication and a mysql database for my current project. The current network stack is created with Lidgren Network, but I...
View ArticleC# Console Server ECall Error...
Hello There, I have been trying to write a C# server which streams preprepared GameObjects via UDP connection. For some reason the WWW class can only stream assetbundles from my file system but not...
View ArticleAnimator.SetTrigger/NetworkAnimator.SetTrigger Bug?
I'm a bit confused about the functionality and purpose between the Animator component and the NetworkAnimator. From my understanding since the debut of 5.0, the NetworkAnimator was simply responsible...
View ArticleUNET client side not showing network objects and disconnects
Hi, I was successful in building a small UNET multiplayer project with server-client and client-server communication through the internet. A day later I start the same project without having changed...
View ArticleClash Royale Multiplayer
Anyone played Supercell's new game Clash Royale? The game is really amazing. I like its realtime multiplayer experience but also curious about how that was made. The game is like a RTS genre combine...
View ArticlePhoton Strikes!
Hey man I have a problem with weapon handling (owner & viewID). I have a weaponManager script that handles & initializes all weapons for my player. The problem is if another player joins the...
View ArticleTwo ConnectEvents for one serverConnectionId = NetworkTransport.Connect
When I connect my client to server using serverConnectionId = NetworkTransport.Connect(..); I got a connectionID of 1 returned. That is immediately followed by NetworkTransport.Receive(...); triggering...
View ArticleCasting NetworkEventType.DataEvent data into a struct or class based on command
Is there a clever way to automatically cast and populate a structure or class when receiving data based on what command you send? Suppose I have a structure for player movement that has an x and y, or...
View Articlebadumna + unity issue
Hey Guys, i got an error whilst running my unity client and connecting to an arbitration server, the error gets spammed into my console: Code (csharp): Â Â NotSupportedException: Cannot expand this...
View ArticleMatchDesc 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,...
View ArticleRespawning network clients. Some weird behaviour..
Hey all, I'm working on a game in which players have to push other players of a platform using their vehicle. Got to most of the basics of this already setup. The problem which I'm facing is some...
View ArticleHow to Intercept NetworkDiscovery.OnReceivedBroadcast()?
I have 2 Unity applications. The first unity application (server) has NetworkDiscovery control which is started as server and sends broadcast messages. The second unity application (client) has...
View ArticleUNET BUG cant connect or works and then connections dont work
I have a game running in server mode on a vps, i can connect to it but other people cant, also when i run the game on my own pc other people can connect to it as well as my self, this is not a router...
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 ArticleLobbyPlayer to GamePlayer NetworkLobbyManager
I hope this helps someone. OnLobbyServerSceneLoadedForPlayer not getting called? OnLobbyServerCreateGamePlayer not getting called? public override bool OnLobbyServerSceneLoadedForPlayer(GameObject...
View ArticleProblem while following networking manual tutorial
I've been following the networking tutorial in the manual pages, but despite following the instructions I seem to be having issues. I'm currently at the part of the manual that tells me to add the...
View ArticleMultiplayer Database Storage
I am using award space to create a database to store all of the user's info. The thing is, as of now, it only stores the players username and password. But I want it to also be able to store other...
View ArticleOrder of Methods? Creating Custom Spawning
So I'm trying to dig deeper into UNet, but I think my understanding of what happens when a player connects to a host/server (via MatchMaker) is a bit off. I know the following order:...
View ArticleHost and join through code
For the single player version of our game, is it possible to start the host and join the game purely through code? We are using the Lobby Manager, and calling the functions that are called by clicking...
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