Is it possible to stream a live scene during play?
I also posted this under graphics. I'm looking to create a scene simulator for robots. What that basically means is that robot will control the player in a Unity and Unity will feed back to the robot...
View ArticleUNET [BUG FIX] issue with not binding ip address on server results in faild...
If found that if you allow the game server to start and listen on all network adaptors, specially if run on VPS servers, it wont accept client connections, until you specifically bind to the servers ip...
View ArticleWhat problems could be causing parameters passed to [Command] to become null?
I seemed to have a weird problem where a GameObject becomes null when passed to a [Command]. Code (CSharp): public void CmdFunction(GameObject obj){ //obj == null //Some other stuffs that can't...
View ArticleUPnP/NAT Punchthrough
I have recently been working with UNET, and started work on a project using it. The game is a P2P, with one client as the server, or a host. The problem is that to get this to work, the host needs to...
View ArticleCollider disable and enable over networking
Hello, I wanted to disable the collider of a body for a few seconds and then enable it again on a networked game using Unity networking. Whenever i try to do this, in the network, the collider doesn't...
View ArticleState of UNET
Hello Unity Devs, We are planning on picking Unity5 for next multiplayer title. I wanted to know the current state of UNET in general any major issues to be aware of? Finally Unity Roadmap says :...
View ArticleAssignClientAuthority
Hello, I was wondering if anyone knew the correct way to use AssignClientAuthority. What I am trying to do is have players pick up object by clicking on them. This is my process: Players click on...
View Articlesimple udp implementation (send/read via mono/c#)
Two Objects for send and receiving UDP-Packets. Hope this helps. Updated code you will find (german) on our university gamedevelopment page:...
View ArticlePhoton Unity Networking
Photon Unity Networking Get it. No server setup needed - runs in the Photon Cloud. No obligation due to free plan. Download from the Asset Store: http://u3d.as/2ey Overview This package implements...
View Article2 Teams Score NOT Working !
I'm making a multiplayer game and want to make a Score system for both teams , so if you kill an enemy your team's score adds one point and so on... all the methods i tried it either added one point...
View ArticleCan't respawn or exit a room and play again !! (Photon Problem)
Hi I Can't really make a respawn right :/ nor exit a room and go into another room and spawn normally :/// What i do is just hit the play button , create/join a room from the lobby , Connect and...
View ArticleQuick tips?
I have some experience with unity. And keep on giving up on games just because of lack of experience. I'm planning on giving it another try and need some input. I'm planning on making a multiplayer...
View ArticleCreate a container and then AssignClientAuthority
I am trying to understand UNET and how to assign client authority but feel a bit lost. Here is what i am trying to accomplish: 1) With On_LongTapEnd = create a container i.e. multiple objects (Orange"...
View Article5.3.2p4: SyncLists do not show items even when adding items.
In this image, the highlighted blue item in the Console tab shows I have already added 2 items to the UnitSyncList. This UnitSyncList is a SyncListStruct<T>, where T is a NewUnitStruct. (More...
View ArticleMessageBase and the [NonNonSerializeable] Possible?
Hey guys! I've been trying to stop one of my Struct variables from getting Serialized so it could be only sent as null. Using [System.NonSerialized] attribute on the variable dosnt seems to work, how...
View ArticlePSA: Do not use 5.3.2p4. SyncLists are broken.
Insert the following lines of code: Code (CSharp): using UnityEngine; using UnityEngine.Networking; public struct A { public GameObject obj; } public class ASyncList : SyncListStruct<A>...
View ArticleTypo in NetworkClient.connection.TransportRecieve
Hey guys, I found this typo, TransportRecieve in NetworkClient.connection I'm not sure if this was intentional but it looks weird I thought I might let you guys know. Cheers, Corey S.
View Articlehow to respawn all players in multiplayer fps
hi i need help i want do respawn fof all players when one player is dead i see in all internet tutorial i do not find an answer please help me i just find how i do death-match multiplayer .... i do not...
View ArticleIntroducing brainCloud BaaS for Unity, works with UNET!
Hi, I’m Paul Winterhalder, Co-founder / CDO / Product Manager of brainCloud, and wanted to take a moment to introduce our Backend-as-a-Service (BaaS) platform. After 3.5 years of development we...
View ArticleUnity 5.1 UNetWeaver errors.
Hi, I've just upgraded my project to Unity 5.1 and I'm getting the following errors: UNetWeaver error: Exception :System.ArgumentException: An element with the same key already exists in the...
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