Multiplayer Basics
I give up, I am asking questions! Been at it for a whole day already and I can't get it around my head. How do make a multiplayer turn based tactical game? (Just so people don't say "do a pong game",...
View ArticleLLAPI transform problem
Hello i have make everything to work great (RPC, commands etc..) with LLAPI but the only problem is after 5 connections in the same game it's take time from server to send player position to all...
View Articlecan Firebase be used to backend Unity MMOs?
The Firebase real-time replicating database system seems to offer the potential of running a server-less MMO. Has anyone tried? Do MMOs typically need server-side logic or can client-side access to...
View ArticleNetworkManager not spawning user data properly
So what I have is a menu scene where players can create their characters and save using playerprefs. then they can load the game and theyll enter the scene with networkmanager. When players load theyll...
View ArticleUNET: Spawning different player prefabs (SOLVED)
This is getting ridiculous, I've been searching nearly all day for something that shouldn't be this hard. I just want to have different player meshes join the same game, you know like most games... All...
View ArticleFirst time Networker :/
I'm attempting to implement Networking using the NetworkManager. I've never tried it before, and I was going to ask for some advice first. I have a game which is seperated into a GameEngine.DLL and a...
View ArticleCan I set the main channel as 'fragmented' using the NetworkManager?
I have to send about 14k of data at the start of my game to be drawn on the client when it is received. That is too large for a single message normally. I could break it up myself, but that really gets...
View ArticleNetworkDiscovery sample
Attached is a simple project that uses the NetworkDiscovery component that is new in Unity 5.2. The NetworkDiscovery component allows Unity games to find each other on a local network. It can broadcast...
View ArticleHow to correctly set up a simple, client controlled, fully broadcast RPC...
Let me just get this out of the way first. I've been making professional multiplayer games for more than 8 years, so I don't need any explanation of basic communication strategies. Anyway, I'm new to...
View ArticleNetworkStartPosition not registered until after player spawned.
NetworkStartPosition not registered until after player spawned. This works fine in the editor but I am having this issue in builds. NetworkLobbyPlayer.OnLevelWasLoaded is used to send the ready message...
View ArticleBasic unity networking question.
I`d like to know if on unity, when you make a server, does unity server work as a lobby, and when you connect to that server, is it p2p? does the host pc actually becomes a server for client to...
View ArticleUnity and Google App Engine Backend
I've got an idea for a kind of multi-player turn-based game I'd like to develop with Unity. I want this game to be playable on the popular platforms: iOS, Android and Desktop (probably WebPlayer, but I...
View ArticleReceiving UDP data from a master server behind a router.
I am writing a networked game with multiple clients connecting to a single server. To improve networking performance, parts of it are written to use UDP sockets to communicate/receive data from the...
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 ArticleComparing Score among client
hy folks, im new in unet, in my way to learn unet i make a simple game with scoring system. i want to compare the score among players (client), the players who has the highest score will win the game....
View ArticleSmall game lobby
I would like to have some advise. I have a small game with a maximum of four players, using UNET. I have not yet started with the lobby thing but would like to know what the best, and most convenient,...
View ArticlesyncRotationAxis can't be set from script
I was trying to set syncRotationAxis through script while inside editor. I am doing this in a usual way: Code (CSharp): go.GetComponent<NetworkTransform>().syncRotationAxis =...
View ArticleHow to request variables from the server
Yep, another noob networking question. My clients pass data to the server via the command attribute, and is stored on a gameobject that is only on the server. What I want to do is have the server...
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