Quantcast
Channel: Multiplayer
Browsing all 16796 articles
Browse latest View live
↧

Can't connect using remote host IP

Hi, I just tried to test my prototype with colleague and had no success with that. We both tried to host game, but entering host IP on client side, nothing happened. After delay return to start Network...

View Article


Social Game Multiplayer

Hi all. I've been playing around with Unity for the past year or so, but haven't gotten into multiplayer support yet. Now, I'd like to learn how to make a Facebook-style social game, but I don't know...

View Article


[Error] Invalid playerControllerID

Whenever I try to call SendReadyToBeginMessage() on a client, I get an error in the editor that reads "NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerID 255". Other times, the...

View Article

Unity MMO capability questions

Introduction Hello. I have a few detailed questions about networking. I don't expect them all to be answered in one post. Answering just one question, or sub-question, is fine. I may update this post...

View Article

What am I missing? Better solution to relay server / NAT Traversal

So my team is looking into the new UNet stuff. The relay server in particular seemed promising to us because it solves all those ugly NAT traversal problems. The one thing we really hate about it...

View Article


I can not pass the authority to a client object

how do I pass the authority of an object to a specific customer? I saw this feature: "AssignClientAuthority" I do not understand how it should be used. I tried that but it does not work:...

View Article

Encountering nonexisting methods while transitioning from Unity Web Player to...

I have the following code that is preventing me from successfully building for the WebGL platform: Code (CSharp): public void OnPlayerDisconnected(NetworkPlayer player) {     //Destroying this client's...

View Article

Spawning object with modified script over network 5.3.2

I have an Element object in my game currently, that spawns on my map in random locations, and in the script I modify the ID of that object before I spawn it over the network. For the Host, the IDs are...

View Article


Several issues when trying to make my game use WebGL

Hi all, My game is running fine when using editor , standalone and headless linux. It is becomming totally buggy when i try to use WebGL: - [Server] standAlone - [Client] standAlone - works - [Server]...

View Article


Testing of Multiplayer in Android Devices.

This post is for newbies learning multiplayer from official Unity Tutorials and implementing them in Android Devices. It assumes that you have completed atleast one of the official multiplayer Unity...

View Article

How to load match scene within current active match/home scene?

Hi, I got quite usual task, but didn't find any project example implemented that. The idea is - when player start game, he automatically get into Home scene, where he can do some specific actions using...

View Article

Can I host the server / Stability?

Hello, I wonder a few things. 1- Can I make host the server 2- Is unet server stable for FPS (5v5) 3- If I can't make host the server, will the game be laggy if host's connection is bad Thanks for your...

View Article

UNET - WebGL (WebSocket) clients get disconnected from server

We've got a WebGL build of our realtime multiplayer game using UNET networking. For WebGL clients, we've got NetworkServer.useWebSockets = true; and then, we're using a ServerSimpleWrapper for our...

View Article


Proper way to destroy NetworkMatches

What's the proper way to destroy a NetworkMatch? When I try to use DestroyMatch on the NetworkMatch with either creating a DestroyMatchRequest with the networkId set or just passing the networkId from...

View Article

[Command] not doing anything on clients

Hey.. so I've been searching like crazy trying to understand how the [command] Attribute works. Currently I've developing a digital board game, in it, there are turns, when the players click on the...

View Article


NetworkTransformChild "root must have NetworkTransform" error

I've got a GameObject with a NetworkIdentity, a NetworkTransform, and a NetworkTransformChild. That GameObject has a child GameObject, and when I try to assign the child object to the 'target' property...

View Article

Data serialization for multiplayer games

I am looking for guidance on what type of serialization to use for a multiplayer sports game. The game can have up to 8 players and will use TCP for server to client communication. I have never written...

View Article


SyncListStruct empty for new clients joining

I am using a sync list struct, and the data is synced fine for clients currently in the game. For new clients joining, the initial data is not getting sent. I've spent a bit trying to figure out what...

View Article

Network Transform - Sync Nav Mesh agent?

We're using UNET for multiplayer and we recently switch to try to use Unity's navmesh system for path finding for our mobs. We were having some conflicts with our mobs using navmesh agents and our...

View Article

Photon server on a Raspberry pi?

Hello, I was wondering if it was posible to run a Photon network sever on a raspberry pi? I know that the proformence will be horrible since the pi has only 800Mhz en 510mb of ram. but i just want to...

View Article
Browsing all 16796 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>