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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...

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Online 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...

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To 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...

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[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...

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[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...

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Can 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("...

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UNET 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...

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Websockets 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...

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Call 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...

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Multiplayer 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...

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CRC 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...

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Proper 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...

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Codıng is Hell need a superhero

using UnityEngine; using System.Collections; public class NetworkManager : MonoBehaviour { public Transform[] SpawnNoktalari; // Use this for initialization void Start () {...

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SyncList 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...

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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...

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[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...

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WebGL 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...

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External 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...

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Jerky 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...

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Stats In and Out

Is there a method for getting bandwith information similar to NetworkServer StatIn/Out when using NetworkServerSimple?

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