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Introducing PLUS NETWORKING - Solution to google RTM for Unity3D

Hi Everyone, I am excited to introduce PLUS NETWORKING, a networking solution using google real time multiplayer. We have created a plugin for handling all network related functions of Google real time...

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Unity 5.3.1 networking (UNET) completely broken on iOS

Hi, I recently updated to Unity 5.3.1 and ran my mobile game on my iPhone 6 plus. When I tried to create or join a match, the app crashed after half a second, before even loading the map. This doesn't...

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Can't send [Command] call from within a [ServerCallback] function in linux...

Hi all, I got this bug i sent a bug report for yesterday. I still dont know if it is a bug or if i am just wrong and someone will end up telling me that everything is normal. Anyways i hope it will...

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Manually Setting NetworkInstanceID

Hello, I have this space ship object spawning kind of thing in my game, What I want to do is Figure out spawn localtions on the server, Send that location VIA RPC to all clients, when each of those...

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Sync'ing between isLocalPlayer and !isLocalPlayer

Intro for the interested ones: Spoiler I have an existing project that I use for quite a while. It makes use of UNet but I'm actually not creating a "Multiplayer Game" but a "distributed multi PC...

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Visible to only certin players?

Hi Im making a sandbox game and everything works fine except from player bodys when you look down you see your whole body and i would like it if when you look down you see nothing like minecraft but...

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Newb, Rates and Is it for me?

HI there, I want to apply PVP multiplayer to an iOS game I am building. As information passed I would like to pass the following, an int, a float and multiple player IDs as accessed by Facebook. That...

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Host & OnServerConnect

When i start host it calls OnServerConnect twice. difference is conn.address; localClient and localServer. what is the idea of this? i expect OnServerConnect for each client connect. After Start Host...

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[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...

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SyncList not Initialized during Awake()

I am using SyncLists and I notice they throw errors when I use them during the Awake() method. This seems to be new to 5.2. Anybody else having this problem? The flow I'd like to achieve is:...

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UNET NetworkManager.OnClientError dosent fire on connection attempt timeout.

Im trying cach the error that fires when a connection attempt fails, so far no error is thrown in the editor and no error is thrown for the client onclienterror, also when the connection times out it...

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Is a vps strong enough for a low end game?

I've been working on a battle game with multiplayer being a key feature. I like unet and would like to stick with it. Not sure ill even make the 20 ccu limit but just in case im checking my options....

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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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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]...

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UNET matchmaking can't find far away rooms by default?

Hi, so I made my first 2-player multiplayer game, I'm using my own matchmaker, checks for rooms that have one player on standby to join him, if not then it creates a new one. So I tested it with...

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Prevent modified client to connect

Hi there, So I was thinking about security.. My main concern was how you can prevent modified clients to connect to the server. As far as I know it is possible to reverse engineer a Unity game. Or even...

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Has someone ever successfully made a game with [server] linux - [client]...

Hi , I am struggling hard to make my game run with [server] linux - [client] webGL. When the client are standalone or editor it works well if the "useWebsocket" is off. When the "useWebsocket" is on...

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Catch wrong password error from JoinMatch method

I would like to catch the wrong password error from the JoinMatch methode of Unet network manager. I think that i have to use the third parameter which is of type :...

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NetworkMessage 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...

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