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Host ID not set for local client?

The short story: In my custom NetworkManager I've got: Code (CSharp):   public override void OnMatchCreate(CreateMatchResponse matchResponse) {     client = StartHost();...

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UNet Sample Projects

Attached to this post are some sample projects for the new networking system. These projects all use the High Level networking API. Warning, these contain programmer art and are not pretty at all....

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NetworkAnimator is basically nonfunctional

Animation parameters are for some reason organized in pairs; setting or unsetting one to auto send, whether by script or in the inspector will do the same for another parameter further down the list....

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Trying to send command for object without authority.

Problem and do not know how to solve this! It has to do with the rotationSync as I am able to do a [command] function with a print, that works. I do not understand why i am able to do a print without...

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Multiplayer Networking Solutions Review: Photon, uLink, DarkRift, Forge, and...

Hello community! I'm a hobbiest game developer who has a passion for competitive multiplayer games. For a high school project, I'm making a multiplayer lockstep BRTS game that loosely follows the...

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Help me in making a multiplayer game from scratch with user profiles and...

Hello guys, My plan is to make a real time multiplayer game with user profiles from facebook. Basically it will be just like 8 ball pool from miniclip. You can search for people, add them, challenge...

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UNet - Switching weapons & picking up synchronized

So here's the basic idea: Once all people are in the gamescene, they can basically use their weapons to kill each other. Each player consists of two weapons in their inventory. There's a Primary and a...

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A realtime multiplayer game with facebook friends, from scratch

Hello guys, My plan is to make a simple realtime game. The users will register using their facebook login. And they will be able to play against their friends or random players. It will have display...

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Reconnect client

Hey guys, How to create disconnect and reconnect handling like DOTA 2? Thanks

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Reconnecting to game in progress?

Hello, I am wondering if it is possible to reconnect to a game session once disconnected. It is possible to reconnect to lobby, but once game is commenced, it doesn´t seem to work. I´d be grateful for...

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New Multiplayer Tutorial

I've started a basic multiplayer tutorial series if anyone wants to check it out. All comments and suggestions are welcome as this is my first offering of this sort. Tutorial thread in Teaching forum...

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How to make multiplayer like "Trivia Crack" game?

Hello, I am making a trivia quiz game about soccer for Android, and I am now thinking about how to make the multiplayer work. I want it to be like the game: Trivia Crack where you play against a random...

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Respawning 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...

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DarkRift Plugin Sharing Area!

This is a place to put any plugins for DarkRift Networking so that others can find them. I'll try to keep a list up here so that they can be easily found Submission Guidelines If you're adding a plugin...

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spawning player at game scene messing up

Hello everyone I am having an issue with unity's networking system during the loading of the game scene and the spawning of the player. Sometimes it works fine and sometimes it does not. In the game...

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A small confusion :|

Hey guys, I was reading about Turn based multiplayer games vs Real time. I just wanna know, is "Texas holdem Poker" a realtime multiplayer game or is it a turn based game. Thanks

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Order 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:...

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NetworkGameLobby weird behavior

Hello everyone ! I have been working on my own implementation of a network lobby manager based on the tutorial NetworkGameLobby (AssetStore). I got stuck for about a day because of a very weird...

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Problem with Spawning non player objects

I am testing Unet and are now running into problem when spawning on the remote client. All works on the Server/Client side. I have three non-player objects: "Orange", Apple" and "Banana" that i spawn....

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Audio Playing on ALL Clients

Here's my code: Code (CSharp): public static void PlayUnitBattleSound()     {         //AudioClip[] clips = Resources.LoadAll<AudioClip>("Audio/BattleSounds");         // note sure if...

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