How to do a game manager?
Hi, I have some logic (like a Free For All game mode) that needs to be run only on Server, like counting how many kills have been happened, etc. . My understanding is to check for "isServer" in it's...
View ArticleMultiple player prefabs
Hi guys I am working on a multiplayer beach volleyball game that involves 2 players in each team. Therefore I need more than one instances of my player prefab to be spawned on each side. I suppose Unet...
View ArticleClientRPC not being called on correct instance
I'm not sure if I'm doing something wrong but it appears that all ClientRPC calls go to the wrong instance rather than it's matching instance. Here's my test code Code (CSharp): public class...
View ArticleHow come NetworkBehaviour.isLocalPlayer is false on OnStartClient() ?
Basically, at OnStartClient() I want to detect whether this is the localPlayer or not (I know of the OnStartLocalPlayer function). This always returns false. If I check it in the Update() cycle, it...
View ArticleStay away from UNET
I've been a supporter of UNET ever since it came out and have been using it in my projects since roughly half a year. As there were some opinions against UNET, I decided I should actually test out how...
View ArticleHow to access each player from server?
Hi, I need to find and access players from server for things like announcing a winner of a match and so on. How can I access them? IRC, there was a netID but not sure how I can get to a player from...
View ArticleHow 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...
View ArticleListening to both UDP and WebSocket connections
Is that possible ? I'm trying to make a cross-platform server compatible with both WebGL and PC builds.
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 ArticleMultiple scenes
Hi, In both Lobby Manager asset and NetworkManager is assumed to have a single scene as game scene, called "Online scene" but in my game, like a lot of games, there are lots of levels/scenes, what...
View ArticleQuestion about uNet samples
Hi, I'm trying to figure out uNet by reading the samples but I could not turn my head around that some games, like Tanks!, does not have local player ticked in their NetworkIdentity. So how they work?...
View Article[Official] Multiplayer Improvements
Hello! As you have probably seen in other threads, we like to check in on the direction we are taking with our technology to make sure we are best serving you. In this thread we would like to discuss...
View ArticleNetworkMessage from UNET WebGL client crashes server (even in editor)
I have two separate projects (UNET client & UNET server). When I run the client from editor, there are no issues. However when I deploy to WebGL a particular NetworkMessage, which works without...
View ArticleHLAPI source BitBucket build issues
I'm using Unity 5.3.1p2 and I'm having issues building the UNET source from BitBucket. I can build the dlls without errors but when I replace the existing Networking dlls in Unity, I get a lot of...
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 Article[Command] not working
Code (CSharp): using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine.Networking; using System; public class Player : NetworkBehaviour {...
View ArticleTips on preventing lagging on Unity legacy multiplayer?
Some of my players are experiencing problems with lagging in my racing game. It uses legacy Network views and master server. What I have is this: 1) I always connect the players with useNat set to...
View ArticleUNET crash: NetworkTransport crashes the game on connect/disconnect
We have a multiplayer game with client/server architecture, using only NetworkTransport (no HLAPI). Basically, there is a special MonoBehaviour that performs Receive and Send in FixedUpdate both on...
View ArticleHow to move some stuff on the server?
Hi, Imagine I have a multiplayer game like Call of Duty. To achieve more security I, naturally, want to do things like collision detection (for killing other players) and item pickup (like new weapon)...
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