[FORGE NETWORKING] Authoritative Movement
Hello! Can u tell me how can i make alternative authoritative movement in one script? I can't do it like in video with authoritative input cause my controlling script is in Vector3. Code (csharp):...
View ArticleNetwork Proximity Checker and major FPS drop with large GC collection
I have 450 objects that use Network Proximity Checker and the servers fps drops by 30 every time it updates. I find it strange that it seems to check every object with the proximity checker if there is...
View ArticleSyncVar equivalent for local player authority objects
From my testing and what I can find through Google, it seems that SyncVar only works from server to client, even on objects set to be local player authority. Is there an equivalent way of synchronizing...
View ArticleHello i have a question about Network View RCP chat
I would need advice with script send message prefab in parentPanel ofline sript is [RPC] public void ShowMessage() { if (message != "") { GameObject clone = (GameObject)Instantiate(newMessagePrefab);...
View ArticleAdd camera for player object on his client.
Pre-Note: I'm not using the normal NetworkManager for my project, going with manual NetworkServer and client. I have 2 separated projects [server/client], placed the prefab of the player in...
View ArticleIve got vehicles except....
Hey! Ive made a fully functional Multiplayer sandbox and I have it so you can turn the cars controller scripts on/off by pressing on it and I was wondering how should I go about actually being in the...
View ArticleNot receiving any net callbacks (OnServerInitialized, OnPlayerConnected, etc.)
I'm currently unable to receive any of the net callbacks in any of my scripts and I don't understand why. The documentation is really lacking in this area and I can't find any examples. This is only...
View ArticleBug: ReadString() too long: please show the variable that caused it
The ReadString too long bug still happens in 5.3.4, even when using the Reliable Fragmented channel and testing on a local machine: Code (CSharp): IndexOutOfRangeException: ReadString() too long: 44564...
View ArticleCross Mulitplayer Game (Android & iOS)
Hello, which with plugin or api (sry i am beginner) should i create a mulitplayer game where i can send online messages to the "other" devices? It should be work cross plattforming (Android and iOS)...
View ArticleWarning: wrong connectionId in received user packet
Hello, I am running into weird random issue with Unet client-server during handshake communication. Sequence: 1. server is ready and running 2. client is starting and connecting to server 3a. (very...
View Article[HELP] Android MatchMaking Service
Hello, I started working on a game a while ago and I just started adding matchmaking to it, the only game kinda similar to mine is "Clash Royale"...
View ArticleHow to sync light component
Hello, as you might be able to tell, I am pretty new to Unet. I am trying to sync a button that toggles a light, currently it only works client-side (only player that turns off/on light can see change,...
View ArticleHelp with Multiplayer Lobby Asset
Hello, recently I added the Multiplayer Lobby asset to my game. Reading through their scripts I didn't find the part where they spawn the player, I need to modify that part, so that I can implement...
View ArticleNetworkAnimator + Multiple Animator Controller Layers? Broken?
5.3.4p5 Is the Network Animator supported for multiple animator layers? I have an object with 3 layers in the Animator Controller to allow: 1: Walking 2: Walking + Blocking 3: Walking + Attacking 4:...
View ArticleUnet Player UI Instantiate.
i guys im trying to instatiate UI control for a players but i have a problem with that can u check my code. in one code i have offline and online. can u help me please? im confused. Code (CSharp):...
View ArticleHazel Networking
Hazel Networking is an open source, low level networking library for C# providing connection orientated, message based communication via TCP, UDP and RUDP. It's aim is to provide a standardised...
View ArticleCan a client call a ClientRpc on every other client?
I'd like for a client to call a ClientRpc on every other client (send everyone a message, etc). The way I am currently doing this is I am sending a Cmd to the Server with the message, then I have the...
View ArticleAdvice on large scale econonomic mmo
Hi All! I've been playing around with economic simulation type things in unity, and I was wondering what, in broad strokes, tools could I use to implement a large multiplayer system. Understand that...
View ArticleAndroid: Ping fails with "icmp open socket: Operation not permitted"
When using the Unity Ping class on android, it fails with this error: Code (CSharp): E/Unity (20391): ping: icmp open socket: Operation not permitted E/Unity (20391): E/Unity (20391): E/Unity...
View ArticleKicking a player.
So I'm trying to do a kick player function and I just can't get it to work properly. The thing is I want the player to know why he was kicked, so I need to be able to send a string along with the kick,...
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