Where to host a custom C# server?
I'm considering a project where I think we would want to write a custom server. It would run persistently and do all the data storage & crunching, and clients (written in Unity) would connect to it...
View ArticleOnline multiplayer. 1 'main-world' & smaller ones.
Hello there fellow developers, artists! So, I don't think giving much info about the game is required now. Basically what I want is to have a main world / overworld, players will drop into, (unless...
View ArticleTo Have An Authoritative Server
I want to share my custom unet architecture that i made for my multiplayer network games. i will write all details here. i will update documentation regarding your questions. I did this to have an...
View Article[SOLVED] Error When Creating Multiplayer Lobby
Hello! Not sure if this is the right place to post this, as I am trying to create my own GUI for the NetworkLobbyManager in Unity 5.4 Beta. Right now, I'm mostly having a hard time figuring out what...
View Article[SOLVED] Add prefab to "Registered Spawnable Prefabs" list via script not...
Hello, I am trying to add in NetworkManager a prefab in the Registered Spawnable Prefabs list, but when I add the prefab this appears like (clone), and in client side the prefab it isn't spawn and an...
View ArticleCan WWW support IPV6?
My wifi address is: a8:8e:24:a3:f9:6f Obviously, My ipaddress is ipv6. In this case,my code cannot work,the code is: WWW www=new WWW("...
View ArticleUNET authoritative server general questions
Hey, I'm working on a mobile real time multiplayer game using UNET, and wanted to ask some general questions - they aren't really related to each other: Is UNET production ready? Does any released game...
View ArticleWebsockets like intermediate server?
Hi, I was testing HLAPI and it is working well in LAN, but now I need connect players from out of my net and then they can't connect each other because of firewall, NAT or I don't know. Relay servers...
View ArticleCall function on server before any OnStartClient
Hi, I need to call method to generate level before any OnStartClient() is called for on players. Not sure why OnStartSever() is not called first, but host`s OnStartClient() is. I just need to generate...
View ArticleMultiplayer connect with Facebook friends.
I want to create a car multiplayer racing game using Photon or Unity Networking (I'm still undecided which to use). I need to have a Connect with Facebook right from the start, and then find Facebook...
View ArticleCRC warning and InvalidOperationException
In my current project I'm getting a CRC warning and an InvalidOperationException. I'm also getting a Debug.Log from the CRC. The errors appear even with a fresh build with manually deleted files from...
View ArticleProper way to destroy NetworkMatches
What's the proper way to destroy a NetworkMatch? When I try to use DestroyMatch on the NetworkMatch with either creating a DestroyMatchRequest with the networkId set or just passing the networkId from...
View ArticleCodıng is Hell need a superhero
using UnityEngine; using System.Collections; public class NetworkManager : MonoBehaviour { public Transform[] SpawnNoktalari; // Use this for initialization void Start () {...
View ArticleSyncList behaviour has been changed in 5.3.2p4
After latest update (738047) - Networking: SyncLists now only send updates when values change the behaviour of SyncList has been changed. Callback function is calling before internal buffer is updated...
View ArticleUnity for Multiplayer Thin Client's possible?
Basically what I want to achieve, is that my Multiplayer environment consists of a server who does all the calculations and game logic and the clients just retrieve position, action and state of the...
View Article[Closed] Unity for Multiplayer Thin Client's possible?
Basically what I want to achieve, is that my Multiplayer environment consists of a server who does all the calculations and game logic and the clients just retrieve position, action and state of the...
View ArticleWebGL and mobile cross platform uNet server
Hi We are developing a game for both WebGL and Android and IOS, How can I setup a server which can listen to both normal UDP transport and WebSockets at the same time so mobile and WebGL players can...
View ArticleExternal connections can not get reconnected cleanly
I have a complex setup, I use a NetworkServerSimple for listening to UDP port and NetworkServer listens to WebSocket (TCP) port. Then I add connections of the UDP simple server to NetworkServer and...
View ArticleJerky movement on other clients than the host
Hello, let's say that player 1 is the host, and player 2 is just a player that joined the game. On the screen of player 1, the movement of the player 2 looks very smooth. But, on the screen of player...
View ArticleStats In and Out
Is there a method for getting bandwith information similar to NetworkServer StatIn/Out when using NetworkServerSimple?
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