Syncing inputs vs
So far we have had success syncing the inputs of the local player across the network and then applying those inputs to the copies of that player (apply physics forces to move the player, perform an...
View ArticleAnyone knows how to spawn a prefab in the correct position?
I wanted to have my player unit to spawn on top of the red marker or the blue marker, depending on whether or not the player is the host or client. I looked online for UNET tutorials, and one of the...
View ArticleHow to change the NetworkDiscovery component's HUD size?
hope s1 knows cause its too small for an android device
View ArticleCan scene objects send RPCs to the server yet?
I remember playing with unet a while ago and my biggest complaint was you could only communicate to the server via the player object. It seems ridiculous for things that can easier be managed with...
View ArticleRPCing to a specific client
Is there an example of this using SendToClient and MsgBase? That seems to be the way to do it but the documentation isn't great and I'm a bit confused. (I'm assuming because MsgType.RPC is a thing that...
View ArticleConverting single to multi (Don't give me the documentation link please)
So I spent the last three nights reading through the Unity documentation for HLAPI. I figured out how to spawn Objects on the server and make both users be able to see them. Before I go forward I need...
View ArticleLocal device IP Address
To make it easier for users to select the IP address to connect to, I'd like to display the local IP address in a custom lobby manager screen on each device within a LAN. The following code works for...
View ArticleUNet with own server
Hi all, I'm new to Unity Networking (I've used Photon in the past) but really like it so far. I'm wondering if theres anyway it can be made to work with our server rather than the one Unity provides...
View ArticleFeedback needed! New Doc for Getting Started with Unity Multiplayer
Hello all We've been putting together a new doc for getting started with unity multiplayer. We hope this better helps everyone but we want to hear from you if this was indeed helpful. Please check out...
View ArticleCreate a txt file on server
Hi, is possible to make an Unity Android App write a txt file on a computer (on a shared folder for example) (for example, using sockets or something like that). ? Do someone have any example of this?
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 ArticleLobbyPlayers not being Spawned on Client
I'm trying to modify the Lobby sample to work for my game and GUI. I have modified versions of the LobbyManager and LobbyPlayer that have some of the sample uGUI code stripped out (everything is using...
View ArticleUNET single player (offline) mode
Hi all, I'm converting my game from single to multi-player mode. I have followed all the basic steps to use UNET: create NetworkManager + HUD change player script from MonoBehaviour to NetworkBehaviour...
View ArticleDifferent vendors multiplayer lobbies
I have a few quite successful games on Appstore developed with EXCODe and Objective-C. One of the game, a quiz, i decided to go multiplayer with and developed a multiplayer module in my game using...
View ArticlePhoton Lobby
I'm trying to make a lobby for my game, where each of the 4 players gets a chance to pick their team. There are 4 teams, so each player has to pick one. What's the best approach to do this? Do it on a...
View ArticleIs Object Pooling Possible?
I'm in the process of converting my Photon code to UNet and I'm stuck at the moment when it comes to object pooling. Does anyone know if pooling is possible with UNet or am I going to have to use...
View ArticleNetworked object pool example for UNet HLAPI
Attached is an example of networked object pool for UNet. It uses custom spawn handler functions and has object pools on the host and clients. Instances of the specified "Prefab" object are created at...
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 ArticleSimplest Server/Client sending strings easy setup
Hey guys! I felt like this would be helpful and save you a lot of time for creating a simple server/client that sends strings back and fourth. Have a gander at the link below....
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