Need suggestion for a turn-based multiplayer game
Hi, Everyone I am Jay from Thailand and i sorry for my poor English.but I need some suggestion for my decision to use multiplayer networking. so i would like make a turn-base multiplayer game the idea...
View ArticleNetwork Manager error Android
Use the NetworkManager Standard script, but the communication between your computer and Android does not work... Sorry for my poor English...
View ArticleNeed to understand client-server in different way
Hello there, I just search youtube and google so many time, and read the docs and now it on my head =.=, so i give up and start to ask. Please help me figure out. 1- I would like to make client-server...
View ArticleTimeline for integration with Steam networking & matchmaking
In your recent Reddit AMA, Larus mentioned that Steam networking support is on your immediate roadmap. Can you share any more information about your plans here? I am really enjoying the HLAPI, with the...
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 ArticleNetworkTransport scalability
I'm trying to use Unity and NetworkTransport to build my dedicated non-authoritative server. Some kind of "smart relay server" - it will make simple routing functions. No physics. No gameplay stuff. So...
View ArticleA discussion about hacking and how to stop it
Hey, Lately, I've been using Untiy3D's networking features to make the basic movement and jumping and such for an MOFPS. However, after reading up on some of the methods of hacking, I started to think...
View ArticleUnet server-authoritative movement with client-side prediction and...
Hello everyone, So I've tried several times to find some information or examples on this topic but with no luck. Found some legacy implementation but it looks like that there is no open...
View ArticleWhat is the exceptionConnectionID parameter in the NetworkTransport connect...
The documentation is amazingly poor and the amount of typos in one article I read was inexcusable. I mean we have things called word processors these days that can catch most typos, and there is also...
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 ArticleHow can I use NAT Traversal with UNET? Only for users that pay?
Hi guys, I just spend a week updating my own network library to build on top of the new UNET. The only problem: how can I allow two users behind a NAT/Firewall/Router to connect to each other? It seems...
View ArticleClientRPCs and multiple script instances on a single object
Hi, I've run into a problem when I have multiple instances of a script attached to a single networked object. When I call an RPC on the server script, it gets called only on one of the client scripts...
View ArticleUNET LAN on android
hello, im trying to make a multiplayer LAN game using one android device as a host and the other as client, im using the default network manager and HUD and the network discovery component, i have a...
View ArticleTrying to sync moving objects when not inputting commands from host server.
I am attempting to recreate a card game as an online game so my friends an I could play together without having to be at the same place, but am stuck in one of the beginning stages of it. I have...
View ArticleUNET - 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 ArticleCan't connect with https to a cloudfront(amazon) server -...
Hi All I'm using the following code to to receive a response from a secured server (Unity version 5.2.3): WebClient client = new WebClient(); //I'm using this and not the 'WWW" class because I'm using...
View ArticleServer Authoritative Movement with Other Types of Movement
So I've been working on a project and thanks to @GenaSG and this THREAD HERE I've been able to implement server authoritative movement with client-side prediction. However, certain things the player is...
View ArticleUnity networking on different projects
Hello, I am really new to unity and what I am trying to build is mostly for educational purposes but I feel kind of lost and could use some help. The main idea is having two applications, one running...
View ArticleSettings variables after spawn on clients
Hi, I'm currently working on a network project and I did not found a simple way to set variable on spawned gameobject on clients. If I do something like this : Code (CSharp): GameObject go =...
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...
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