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[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...

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Sending 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...

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NetworkIdentity 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...

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Syncing 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...

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How 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...

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UnityWebRequest 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...

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What 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...

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200 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...

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Non-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:- -...

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NetworkManager 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)....

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Unet 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...

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UNET - 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...

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Bandwidth 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...

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[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...

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UNET 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...

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My 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...

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[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...

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Multiplayer 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...

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Wrong 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...

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Networking 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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