Start Up Host Again
Hi, On my game, when a player disconnect from the server, the player can't again join game or start host. I tried this code, but it wasn't work. Network.Disconnect(); MasterServer.UnregisterHost(); How...
View ArticleNoobs First Networking post. Network HUD not showing in android (solved)
Hey all, As the thread topic says, I still consider myself a noob... I've just started a small project for android and thought I'd have a play with cardboard AND networking (yes I know, it's a jump to...
View ArticleUnity 5.3.4p2 Clarification
(781177) - Networking: Fixed problem when transferring data via reliable sequenced QoS channel could lose messages in "bad" network conditions.Click to expand... Anyone know what this fix does?
View ArticleClients can't teleport/respawn
So what happens when a player dies in my game, is all their components are disabled until the respawn timer runs out, then their components get re-enabled and they appear back at a randomly selected...
View Articlecan Firebase be used to backend Unity MMOs?
The Firebase real-time replicating database system seems to offer the potential of running a server-less MMO. Has anyone tried? Do MMOs typically need server-side logic or can client-side access to...
View ArticleCCU Apply to Matchmaking or Relay?
So I follow what matchmaking is. Unity has a server running with a service which you can use to matchmake games for players. However what is the relay server? What is it's role? Also, I would assume in...
View ArticleUpcoming Unity Networking vs. Photon
With the upcoming networking solution by Unity, should i develop with Photon or with the current Unity networking solution, and then upgrade?
View ArticleNewb: TurnBased, A Few Questions
Hi there, I want to create a 2 player, turned based game/real time game. What this means is, the game in itself is turn based. A player can only move when it is his turn. However, if the player is...
View ArticleDesperate for a way to store multiplayer data
Hi all, For some reason I just can't understand how to store multiplayer data. Even with networking, I'm confused on how I should store it, what kind of database I can/should use, etc. I've been trying...
View ArticleCommand from non player client objects to, non player host/server objects
Hi, My question is related to first paragraph of this page : http://docs.unity3d.com/Manual/UNetPlayers.html In the previous page, it says non-player but local authorative objects can send commands to...
View Article[UNET] Spawn existing network GameObjects on newly connected client
I'm trying to do what the title says. Let's say I have started the game. Have some clients connected and some networked objects spawned. All's going good. Then a new client joins. He got his new player...
View ArticleCreating you own Matchmaking system
I know this topic has been up several time already, but non of them has any real concrete information in them. I have been thinking about how to create a matchmaking system thats only limited to...
View ArticleLAN Client button doesn't work! Please help!
Hello guys, I am several days that I try to fix this error, with no results. I am planning a small multiplayer game with Unet. The error occurs when, once launched two sessions and hosted the game, I...
View ArticleDocumentation is possibly outdated
Hi, I'm trying to write my own network manager for matchmaking. http://docs.unity3d.com/Manual/UNetInternetServicesOverview.html When trying to rewrite this code, unity and visual studio gives error...
View ArticleNetworkManagerHUD source
The NetworkManagerHUD is a good example of how to use the match maker system, including callbacks, and how to drive the NetworkManger from a UI. The NetworkManagerHUD doesnt use any internal...
View ArticleProblem spawning with rotation
Flip a 2d GameObject and place it on exact the same position works well on both sides. Rotating 2d GameObject works well on both sides However, if i flip the GameObject, by executing Cmd_DoTheSpawn,...
View ArticleMultiplayer Networking recomended
Hi all. I have searched documentation about develop a multiplayer game in Unity, but I realized that there are some technologies to make it possible: I have readed about: Photon using Photon's servers...
View ArticleHow to make a Character Selection
I'm trying to create a simple character selection option, but i can't figure it out how to make the server and all the clients to have the same character options the player choosed. So, here's my...
View ArticleNetworkIdentity.UNetStaticUpdate slow performance
That function is taking on average 10ms per frame for my server with around 30,000 networked objects in it. I did a deep profile of it, and the part that is taking a long time is...
View ArticleMultiplayer Inventory
Hi Im making a multiplayer sandbox game and everything works fine except from i need an inventory all players have their own unique version of that can be accesed by pressing E how would i go about...
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