Start() before network player spawn ?
Hey guys. In my game, I have a networkManager with an attached prefab for my players, and a game manager that makes a list of all players (for later access) using GameObject newPlayer =...
View ArticleHow should I handle "no free events for long message"?
I am working on a Unity project in which I need both a video- and audio stream running. I am (perhaps foolishly?) using the HLAPI networking system for this, but it seems that I always fill up the...
View ArticleLLAPI: how to send data to clients?
Hi there, i'm working on my custom networking system using the LLAPI, and so far i was able to open sockets between a server and a client so i can send messages from client which can be received on...
View ArticleClearing doubts before starting with Gamesparks, Playfab, Photon
Hi, first of all I would like to tell you that I am new with multiplayer games. I have a few questions that I need to get answered before I can start with my game. My requirements are as follows:- I...
View ArticleBUG: Old SyncList Callback bug was reintroduced to 5.3.3f1
There was a UNET bug in an older Unity version where a SyncListStruct callback would be called before the value was changed, which means that our callback function is useless because it can't access...
View ArticleDrag/Drop UI in UNET
HI, I create my new project and I have small problem. I use function: Code (csharp): public void OnBeginDrag(PointerEventData eventData) public void OnDrag(PointerEventData eventData) public void...
View ArticlePlayer stealth mode over network help please!
Hi everyone, I am having a hard time figuring out how to make my character appear invisible over the network when they key is pressed to go into stealth mode. I tried using a command and rpc's to...
View ArticleReady NetworkLobbyPlayers in NetworkLobbyManager
I've gone over the Lobby Manager tutorial and I essentially have a working lobby where the game will countdown and start after all players have clicked 'Ready,' this is great but I want to alter it so...
View ArticleThe Lockstep Framework
Here's a demonstration of a multiplayer framework targeted at RTS games I've been working on: DPhysics will be released as a standalone asset but will also be included in the Lockstep Framework, which...
View ArticleError after upgrading Unity on previously good code
I was using Unity 5.2.1 and after upgrading to 5.3.3 I am getting this new error after running the game and hitting my "Start Server" button: Local invoke: Failed to find local connection to invoke...
View ArticleSpawning in different spawn locations in photon
Hello everyone, I've been struggling with this for the last weekend, I've been doing a lot of research across the network and I can't find a true solution to my problem. I'm making a multiplayer game...
View ArticleUNET LLAPI Multicast receives extra bytes.
When using the LLAPI and sending via multicast the received data always contains more bytes than was sent. It is not possible to detect if these extra bytes are from the multicast or a continuation of...
View ArticleLobby manager problem - Player Object running Start() and Awake() before...
I had my game working fine with the networkmanager so decided to now move to using the lobby asset. With network manager I create my players in this method: Code (CSharp): public override void...
View ArticleCreate room an lobby in Unet
Hi, How can make lobby and rooms in Unet?any tutorial? Thanks.
View ArticleMy doubts about Unity Networking. Please Help!
Yo! So I have already made 2 games with Photon networking and know some UNET HLAPI, but hate the way you implement stuffs in HLAPI (photon feels practical). And that's why I started with UNET's LLAPI I...
View ArticleIs it possible to avoid receiving "Did not find target Rpc" warnings before...
This is more of a curiosity rather than trying to find ways of implementing a solution. Let's say you have a network game object that is about to be destroyed based on the rules of play. But before...
View ArticlePhoton - Unexpected symbol '=' UnityV 4.7.1
So I have been following a YouTube tutorial on having my game be multiplayer and when it was made the unity version was 3x ( I Don't know the specific version number ) So I expected a few errors and I...
View ArticleHow to sync state of gameobject in the Unity uNet Multiplayer system?
Hi! So I have a script that enables and disables a line renderer (to show a laser shooting). However when Player 1 shoots Player 2 doesn't see it. Obviously I am not syncing the enable state of the...
View ArticleLLAPI transform problem
Hello i have make everything to work great (RPC, commands etc..) with LLAPI but the only problem is after 5 connections in the same game it's take time from server to send player position to all...
View ArticleProper way to Enable/Disable GameObjects on All Clients (Object Pooling)
I'm working out an object pooling system for a multiplayer game, and the cleanest way is to enable/disable the gameObject across the network. There are other ways, such as enabling/disabling certain...
View Article