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PreStartClient and OnStartClient to resolve dependencies

The documentation for PreStartClient says "An internal method called on client objects to resolve GameObject references." That sounds like it can be used to resolve references between networked...

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BlackJack sample

Attached is a sample project that is a multiplayer black jack card game written using the UNet HLAPI. It uses the Unity UI system, but the user interface is very primitive. It is missing some features,...

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SyncVar vs TransportLayer performance?

SyncVar OnSerialize/OnDeSerialize Transport layer Which one should be used when? What are the differences in performance between them? For example syncing players movement?

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Troubles with MatchMaker and CCU

Hello There, I started a new multiplayer Project and most of I works very well. But I have a Problem. When I start a Host and restart the Game and trying to Start a Host again the following happens:...

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How to call methods in player from gameManager

This question might sound bit daft, but its driving me insane. Whole unet system is so overcomplicated that its hard to wrap my head around it, everytime I feel like I understand how it works, it just...

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Advice on approach turn based mp game

Hello, Recently I started working on my own multiplayer game together with my son. First we did a couple of unity tutorials and pretty soon we got some core mechanics of our game working (We're making...

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Need example or help on how to design/implement global variables set by...

What I am trying to achieve is to set global variables or modify both local and remote clients from host/server. For example, setting a game mode in game manager that would be sent to each player...

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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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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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matchMater.ListMatches returns null after the second player joins

So, I've trying to solve this the while day: I run this code in my scene: Code (CSharp): public void VersusMatchMaking() {     _netManager.StartMatchMaker();...

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List Matches Matches Count is 0 on remote PC?!? Matchmaking broken?

I've had my unity multiplayer project working fine for the last month or so and then I attempted to play my game last night and I couldn't connect to the unet server at all, so I changed my match host...

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UNet Portal 2 Like Object Interaction Client to Server

Hello. I'm working on a 3D puzzle platformer cooperative game much like Portal 2 using UNet 5.3.2f1. I have reached a point in development where I need to sync a player picking up and moving around an...

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Request error: Could not resolve host: mm.unet.unity3d.com

Suddenly started getting this. Is it a temporary server problem, or did I break something on my side?

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Assigning Local Authority

I have a NetworkIdentity that is created at runtime via Spawn() that needs to then be assigned local authority to the "owning player" based on who made the initial request to spawn the object....

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Private Lobby to public

Hi everyone! I wanted to build a lobby that allows users to invite friends across the network to the lobby. Once everyone is ready the lobby would then enter an automated matchmaking process which...

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[Help] Client-Server separate and problem with state synchronization

Hello everyone, As what title said, i still confusing and turn around in deep-hole and get lost about one month in it. So i really need help. I would like to create client-server online game, and...

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5.2 sporadic SIGSEGV crash in linux headless builds

I'm experiencing a SIGSGV crash since updating to 5.2, which happens not all the time, but around 1 of 3 times when starting the build. I still have to build a smaller repro, but maybe somebody here...

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From Peer 2 Peer to server authoritative

I have a game that currently runs peer 2 peer, one player is host and the other is client etc, are there any good tutorials on going from this way of doing things to having a server which 2 clients...

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Handling of Scene Objects: Only disabled when under active parent?

I'm trying to enable multiplayer for a game that's already fairly deep into development, and I have plenty of scene state that I need to synchronize. Having one scene for single player and one for...

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SLL support in "useWebsockets" mode

Hi, I have page with https and I have the server with "useWebsockets" enabled. For now I got error: Mixed Content: The page at 'https://*******' was loaded over HTTPS, but attempted to connect to the...

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