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How can I get a list of all the clients in the scene and access their objects?

I need to be able to change the client's transform via the server. I'm using the new UNET unity 5.3.

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Player check from non-player object using UNET?

Hi, I'm having trouble with this particular concept. I know that I cannot call a Command from a non-player object. I have a player which is able to launch a grenade. The grenade pops out, and a few...

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SyncVars and updates for players for clients joining after the server

Hi, Reading the definition for a SyncVar in the UNET documentation states the following: "SyncVars are member variables of NetworkBehaviour scripts that are synchronized from the server to clients....

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Owning multiple player objects

There were voices about one player owning multiple player objects with server-side authority. I was waiting for it as it's quite required my by game project. I haven't tried/tested 5.2 yet, however...

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[BUG] Scene object NetworkTransform is not syncing rigidbody for new clients

It seems scene objects have a serious bug at the moment. Or I don't understand how to sync them. Add a sphere with Rigidbody and NetworkIdentity to scene and move it from Vector3.Zero. Run the game,...

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UNet Sample Projects

Attached to this post are some sample projects for the new networking system. These projects all use the High Level networking API. Warning, these contain programmer art and are not pretty at all....

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NetworkTransport.Send: Cannot send message of 0 bytes length

With 5.1.1f1 PC, how would we get into a state with the HLAPI where the LLAPI thinks we are trying to send 0 bytes via NetworkServer.SendWriterToReady(null, writer, 2);? We check that the writer always...

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maximum hosts cannot exceed {16}

my client was repeated connect and disconnect to server i have get error > maximum hosts cannot exceed {16} > UnityEngine.Networking.NetworkClient:Connect(String, Int32) Connect...

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SyncVar hook not called when client joins game

From the manual: "When an object is spawned, or a new player joins a game in progress, they are sent the latest state of all SyncVars on networked objects that are visible to them. "...

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host id {0} has been already deleted

When changing scenes, I get this error: host id {0} has been already deleted But it doesn't show any stack trace that could lead me to the issue, and everything seems to work correctly. I think it...

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Can you search for GameObjects by NetworkIdentity?

Is it possible to find GameObjects by NetworkIdentity? I can imagine some cases where the server needs to run through a list of objects sent to it by a Command, and it seems the best way to do it is to...

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Commands from Server to Client?

No real easy way to ask this so I'll explain what I'm trying to accomplish in steps. 1. Player joins the server as a client and has LocalPlayerAuthority. 2. Player has minions they can summon...and...

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Unity 5.2 Unet laggy after updating form 5.1x

Hello, I just have updatet my gameproject to Unity 5.2 (from 5.1x) Now I have a extrem lags (no lags in the old Unity 5.1). The game uses the Standart Networkmanager + Matchmaking service. Have someone...

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I'm sorry, where could i find a multiplayer tutorial here?

I went to http://unity3d.com/learn/tutorials and did not find one. Is there a official tutorial or not? Help, Thanks

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SyncVar - how to detect changes with get/set

So, I'm sending some info to the server using a syncvar. No big deal. However, I like trigger events when a field changes. Like so: Code (CSharp): private string _blah;   public string blah {       get...

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RTS game. UNet. How to synchronize structs or classes (unit commands)?

Hi! I am trying to make simplest RTS game. The question is: how to send the orders (classes or structures) to the server from a client and then back to all clients? As it's known, many of RTS games use...

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Help setting up a lan connection?

Hello everyone, I'm fairly new to using unity and I'm looking for a way to simply make a lan game between two computers. I've watched this great video about unity networking at...

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Multiple Cameras

I am making an online multipler game and i cant seem to get the cameras to work. I have a camera attached to my player object and when the first player join it works, but when the second player joins...

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Multiplayer RPCs and CMDs work between PC and Mac but not on mobile

When connecting a PC and a Mac the game runs just fine, but when trying to connect my PC with my Windows Phone I can see both player's Player game object being instantiated so I know that's fine, but...

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isLocalPlayer always false in Awake() ?

I have a PlayerManager component attached to the player prefab void Awake () { Debug.Log ("Awake Is Local Player: " + isLocalPlayer); // getComponents for variables } void Start () { Debug.Log ("Start...

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