Triggers
I can't really come up with a good way to network triggers. By triggers, I mean just cubes the players can walk into and then enemies spawn. Each way I've come up with leads to the "object without...
View ArticleSteamworks instanced server help
I'm attempting to migrate a P2P game to dedicated servers. We are using uLink for the actual server connection. Previously we had the host create the lobby and players simply joined the steam lobby...
View ArticleUnity Networking / Websockets bug
We are using unity's networking (the websockets stuff) in webgl. We are setting the MTU to 8000 but are still seeing the packets cut at 4096. Its set to an unfragmented connection, though I dont think...
View ArticleRespawn as a new object
Hello there! I'm working on a multiplayer shooter and the plan is that the dead bodies of killed players stay on the scene and the player respawns as the new player object. I'm new to networking and my...
View ArticleCan ClientRpc's be unreliable in unet?
It's my understanding that NetworkSettings(channel=1) only makes SyncVars unreliable, correct? I've added ClientRpc(channel=1) to my RPC declaration, and I get no errors, but I have no way of detecting...
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 ArticleNetwork Transform : Rotations only?
This sounds a bit odd: I got SpawnWithClientAuthority objects that are working pretty well. For some of these objects, I'm using the "Sync Transform" mode and I'd like them to only sync the rotation....
View ArticleFeedback needed! New Doc for Getting Started with Unity Multiplayer
Hello all We've been putting together a new doc for getting started with unity multiplayer. We hope this better helps everyone but we want to hear from you if this was indeed helpful. Please check out...
View ArticleUpdate Match/lobby settings - attributes
I'm wondering how I can update my match settings such as the max size, name and attributes. For example I'd like to modify some settings like difficulty and map name as the lobby leader. These things...
View ArticleMultiplayer issues with Synchvar
Hello everyone ! I'm trying to do a multiplayer game where your player can climb into a turret and shoot from it. I made the multiplayer part with 2 player, but here is the problem : when my client...
View ArticleCreateMatchRequest.matchAttributes
matchAttributes seems to only take <string, long> which seems amazingly limited? Either im using it wrong or it seems impossible to send a string as the value? If this is correct then the...
View ArticleError after upgrading Unity on previously good code
My network code works fine in Unity 5.2.4 and after upgrading to 5.3.3 I am getting this new error after running the game and hitting my "Start Server" button: Local invoke: Failed to find local...
View ArticleSpawning player error? bug?
Hi guys, I currently creating a network game. But when my player spawns, i got a bug (i guess). When I run the server outside the Unity Editor and I run the client in the editor, the result is : But...
View ArticleSpawn scene object not found for 1
i have error while loading map on client and network Scene objects deactivated i was calling the NetworkServer.SpawnObjects at the end on map load fuction(on server) Spawn scene object not found for 1...
View ArticleHuge Animators.Update spikes in multiplayer
Hi, I am working on TPS game prototype for PC, and currently setting up the character controller for multiplayer. Everything works fine in single mode. Even if I put 10+ player to the scene and run it,...
View ArticleBug: ReadString() too long: please show the variable that caused it
The ReadString too long bug still happens in 5.3.4, even when using the Reliable Fragmented channel and testing on a local machine: Code (CSharp): IndexOutOfRangeException: ReadString() too long: 44564...
View ArticleStay away from UNET
I've been a supporter of UNET ever since it came out and have been using it in my projects since roughly half a year. As there were some opinions against UNET, I decided I should actually test out how...
View ArticleNetworkTransport.GetCurrentOutgoingMessageAmount();
Hey, i wanted to use "NetworkTransport.GetCurrentOutgoingMessageAmount();" to find out how many messages are pending to send, to skip not so important messages in some cases, to make sure that i have...
View ArticleSyncListStruct sync changes immediately
Is there any way to trigger a SyncListStruct/NetworkBehaviour to sync any modifications to their data immediately, instead of waiting for the next interval? I have a list of data that does not change...
View ArticleNetworkIdentity myView isn't set on my NetworkLobbyPlayer
Hello. I have a problem. When I try to load two players in a lobby always one of them load without myView unset. I don't understand why. someone can help me guide me how can I fix this problem? I guess...
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