[Photon Cloud] Creates the object twice
Hello, I have something strange which I can't fix that First of all, I create the Player object and after there in the his script (For example Player Controller) I want to create for his "Player...
View ArticleSending a string of text from server to client and vice versa
So I'm working on a mostly text based game, and its almost done... well if not being able to play it in network can be counted as almost than yeah... I just need to send text from text box on a server...
View ArticleNetworkIdentity objects readyness problem
So the flow goes like this, You choose to host a game and then you are taken to a screen where a random gameboard is generated. It automatically generates an initial board, but you can press a button...
View ArticleSyncing a game board to a client
So I have a game board that is a 2d array of map cells. Each map cell is a class with various enums, ints and bools. The changes to the board happen on the server, but the clients have to see those...
View ArticleHow long does it take to swich on mutliplayer ?? We wait almost 2 weeks and...
We want to activate live mode for multiplayer in Unity Online services. We are waiting two weeks and the only message we see is: "Thank you for requesting to go Live, we'll be in touch as soon we have...
View ArticleUnityWebRequest versus System.Net.HttpWebRequest
Has anything been written about why we might want to use UnityWebRequest over .NET's own HttpWebRequest (other than the WebGL consideration)? There doesn't seem to be a lot of information out there...
View ArticleWhat is the best way to transfer information to the Server from a Client that...
Hello! So basically, I have a scene called "Client Settings" where when the Client runs the build, they are taken to. Note: the Client has not yet connected to the server. From "Client Settings", the...
View Article200 Dev CCUs for Pro Users! but not for Early Access? :(
I'm not mad, but I did want to voice my disappointment at this policy. I didn't see this mentioned anywhere until I turned on multiplayer for my project. There's one little line under the Activate Live...
View ArticleNon-Player Obj - Different Behavior between Server and Client
This #C script attached to a Non Player Obj name "SelfDestruct_Creep". The purpose of this script is trying to achieve "Approach Any Player within a Range". In this Script contains key functions of:- -...
View ArticleNetworkManager Doesn''t match two machine
I was testing a multiplayer game and there was some issue matching two client on different machine, but if I start two clients on the same machine it works! (All machines are in the same network)....
View ArticleUnet server using Web Sockets has performance issue
I am experiencing CPU usage issue when running Unet server (as Windows desktop build) with and without checked option "Use Web Sockets". It looks like the build is 20-30x slower with Web Sockets and...
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 ArticleBandwidth Overheads of UNET HLAPI features (ClientRPC, Command, SyncVar)
Hey, optimization of bandwidth consumption is an essential issue for multiplayer games. Unfortunately, I have not found a documentation of the bandwidth consumptions / overheads of UNET HLAPI features...
View Article[Help][Moba] Change Movement Code from Tag:ground to a Mesh Ground.
Dear Unity Community, Hi, I started using unity a few weeks ago.. and god i love it. but as everything in this world you have to search allot.. Well i created a nice Terrain and added some tree's and...
View ArticleUNET NetworkServer listen of multiple ports
Hi All! I am working on dedicated server, lately I was working on admin tool for server. This tool should be able to connect and control server. I was hoping that I could open two ports (or more) for...
View ArticleMy Networking System! Here for all of you to use!
UPDATE: Due to the requests, I have created a DEMO project for you guys. Simply change the IP & Port in the server & client scripts and try it out. Build the server scene into an exe, and run...
View Article[Photon] PhotonView TransferOwnership, but forever (destroy on Client quit)
Hello Photonians, I'm kind of running into an issue with the TransformOwnership method on a PhotonView. Code (csharp): /// <summary> /// Transfers the ownership of this PhotonView (and...
View ArticleMultiplayer Networking Solutions Review: Photon, uLink, DarkRift, Forge, and...
Hello community! I'm a hobbiest game developer who has a passion for competitive multiplayer games. For a high school project, I'm making a multiplayer lockstep BRTS game that loosely follows the...
View ArticleWrong currentSize value of connected players
In the list of returned rooms, property 'currentSize' has wrong value, because it returns that there is 1 player currently in the room, however when we connect to this room, we can clearly see that...
View ArticleNetworking and NavMesh
Good day! Need help pliss, I am doing a game with navmesh navigation, i want send navMeshAgent.destination to server and in the server to all player, for "prefect syncro", but not work good, the...
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