Only Host runs the script, clients don't.
Hi, this is my first network expirience with unity, so i bump into a problem. I have character which can ride the spawned horse. Everything works fine with a Host, player can mount the horse and...
View ArticleNetworkServer.Spawn() only spawning on server
Hey guys! So I have a simple Server and a client. A spawner script to spawn objects over the network is on the map: Code (CSharp): using UnityEngine; using System.Collections; using...
View ArticleNetworkManager replace HUD with own Buttons
Hello everybody, im sucessfully using the great new UNET NetworkManager and for Creating a Server or Join a Server I actually use the NetworkManagerHUD. But now i like zu Customize the GUI-Button or...
View ArticleNetworkTransform not working on client
So I'm trying to sync movement between two programs using UNET. I have them connecting fine, and seeing eachother/registering the player controllers. When I move the network player on the host that has...
View ArticleProblem Sending ScriptableObjects over RPC
I'm trying to set up a very very simple networking system for a project of mine. Using RPC's in Unity's new networking system, the clients make alterations to a GameState ScriptableObject , then send...
View ArticleAuthoritative network help
Okay so I want my game to run off an authoritative network like in this. I am having a lot of trouble finding a way to do that with the new unet system. Can anyone point me in the direction of a way to...
View Articleadjust the sentrate of SyncVar
Hello, I have seen in a tutorial video how to a adjust the sentrate of the SyncVars (for each script individual), but I din't find the command for this. It was something like [SentRate=xy] at the...
View ArticleAbout Unet Multiplayer Services (costs and available options)
Hello, I want to know what will be the cost to use the new Unet Multiplayer Services like Server Relay and Matchmaking. I registered here https://unet.cloud.unity3d.com and it shows the message: The...
View ArticleHow to make pooling work in a multiplayer game? We want smooth performance.
I see no pooling plugins on the Asset Store that work with Photon or any other networking plugin. Some notable problems that I would think need to be overcome: 1) RPC calls (at least with Photon)...
View ArticleBuffered with Unet?
Hello, before UNet I was working on a multiplayer game where on Start() a player he has to spawn his weapon and make it his child. I made the spawn making a Command and ClientRpc to the server to spawn...
View ArticleModifying prefab at runtime and instantiating on clients
Hello, I would like to take a basic prefab, add one or more components to it, and modify fields on those components before instantiating the prefab for all clients over the network. The issue that I've...
View ArticleNetwork Transform Interpolation problems
Hi, I'm trying to get NetworkTransform to interpolate correctly. I read that the "transform" mode doesn't actually interpolate. So tried the rigidbody and character controller modes, both don't appear...
View Article[Solved] Client's list of game object prefabs not shown in the Server. How do...
I am using Unity 5.1.3f1, and the new UNET Networking API. I am making a simple RTS game in Unity. I used a game object prefab to spawn in via Network Manager's Spawn Info properties in the Inspector....
View ArticleTimed Deletion over Photon Networking
I'm trying to delete a group of cubes over photon at the same time after 2 minutes. I'm making a game and would love if you guys could make me a timed deletion code over photon (so it deletes at the...
View ArticleHelp with deciding on a server
Hello, I am in the early stages of developing a side scroller 2d MMO in Unity with a couple other developers. We are looking to purchase a physical server for the meanwhile to support the game (upto 5...
View ArticleCan NetworkServer.Spawn() spawn a parent prefab with a bunch of child prefabs?
I'm just curious if NetworkServer.Spawn() can spawn in prefabs with child prefabs. And if it can, where in the documentations does it tell us how to spawn them? I've been looking everywhere, and it's...
View ArticleGive commands to the application via network.
I want to modify a unity's android game via network. For example: sending commands that will switch scenes via an other computer/tablet. I'm not experienced with networking in unity. Can anyone please...
View ArticleCan I separate the player script into clientplayer and serverplayer?
UNet is awesome. But I don't think mixup the client and server script is a good idea. When my project grow bigger, the player script become unmaintainable. For example, 1 Two different methods belong...
View ArticleDB calls and Global Monitoring
hello! lately i have been reading many posts and topics about "security". simply, the extraction of sensitive data from your own sources seems definitely to much easier. now i'm terrified, literally...
View ArticleRTS Lockstep System - Concerns about Cheating
Hi, so I am just starting to implement multiplayer in my RTS style game and now that I read some articles about RTS multiplayer and networking the Lockstep model seems like the only System to fit an...
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