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...
View ArticleBUG: SyncListStruct only works with some file names
The Bug: The project contains a player class, which has a SyncListStruct of type Skill. The synclist is NOT synced to clients if the Skill struct is in a file with the name Skill.cs, but it works with...
View ArticleEncountering nonexisting methods while transitioning from Unity Web Player to...
I have the following code that is preventing me from successfully building for the WebGL platform: Code (CSharp): public void OnPlayerDisconnected(NetworkPlayer player) { Â Â //Destroying this client's...
View ArticleChanging Network Scenes Does Not Work At Editor
Hi all, I'm adding a network lobby to my game , but when i click the connect button i'm staying at the lobby scene, instead of moving to the play scene. At first i thought that something is wrong with...
View ArticleOnly 4 players can join a game but I allow for 10?
I am running into a weird issue, I set my game to allow 10 players but after the 4th player joins the others can no longer find the game to join. Anyone have any suggestions on where to look?
View ArticleHow to create wss connection in WebGL? (ws does not work under https)
Usual websockets works ok in WebGL through NetworkTransport. But when i try to connect from under https, it says: Uncaught SecurityError: Failed to construct 'WebSocket': An insecure WebSocket...
View ArticleBest way of creating and keeping a List updated
I have a List were i store the GameObjects i use in my game. Each GameObject have it's own sync script. If i want this List to always have the same GameObjects at all clients at the same time, what...
View ArticleHow to: Pass booleans through RPC
First of all, yes, I know that RPC's are outdated but personally I like the legacy system more. So I found a way to pass booleans through RPC easily (without int or other). in JS you would do something...
View ArticleNetworkServer.SpawnObjects() not working for child objects
I'm working on a multiplayer lobby menu. Each player selects a role from a checklist, and once a player has checked a box, it becomes grayed out (interactable = false) to the rest of the players. So...
View ArticleSyncListStruct contains double on client. Works on host.
I'm using a SyncListStruct with 171 items in it. On the host I get 171 items and it works but on the client I get 342 items. I'm using 5.4.0b14. Code (CSharp): Â [SyncVar] public SyncListHexData hexes...
View ArticleNetworkLobbyManager ( VR ) . Spawn points work as intended when hosted from...
Greetings, As development moves forward with a project, we've elected to switch from NetworkManager to NetworkLobbyManager to create an easy connection interface that players can 'ready-up' in prior to...
View ArticleMatch list is empty using Matchmaker on different PC/Networks
Mostly that question to Unity developers - you guys have created uNET service, not so far released it. (before that been beta version), but how you think can we (developers) use it if even I can just...
View Articleafter client disconnect, server fails with "Attempt to send to not connected...
Server sends a lot of update info every frame using sendByChannelToAll using Channels.DefaultUnreliable. This functions splendidly, save that when a client disconnects, very frequently (not invariably)...
View ArticleTeleport skill: Send snap position update to all clients (NetworkTransform)
Hi, I have a very simple skill that teleports the player 5 units to the front. This happens on the local player and on the dedicated, authorative server. However all the other clients need to be...
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 ArticleServer hosting suggestion
Hello people, I am working on a game which has a feature of global stats. There are just 2 server calls, one for sending data and the other for receiving data ( just a numeric value ). Currently I am...
View ArticleCommand Line Server
Ive ran a server for the game Rust, and its a command line application for the server. How might I do this with unity and not have to worry about limiting players and such to do it without lag?
View ArticleVoice chat for unity networking?
I'm looking for a voice chat solution compatible with Unity's new networking system, but haven't found anything functionnal/trustworthy yet. All I could find were very badly-reviewed asset store...
View ArticleTutorial: Unity and PHP login script - simple but useful
EDIT2: AGAIN, this is not secured in any way. Learn and study how to make security programming / communication if you want this. This is just a tutorial about connecting PHP + Unity, READ THE WHOLE...
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...
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