Does UNet ConnectionConfig.ConnectTimeout actually work?
I think something might be off with UnityEngine.Networking.ConnectionConfig.ConnectTimeout. Considering what is in the docs I would expect the total timeout of a connection process to 127.0.0.1 on a...
View ArticleTurn-Based Local Multiplayer
Hi I'm Andrew (Hi Andrew) and I'm a Unity Newbie. I've been working for a bit on some single player games in Unity and studying the docs as I go, but the game I've got in planning right now is a...
View ArticleNetworkBehaviour Singleton
I'd like to have a NetworkBehaviour singleton to manage general networked information. However I'm not sure the proper way to do this. If I have the singleton as a scene object then it doesn't ever...
View ArticleHow to have server refuse connections from new players
I have a networked multiplayer match game, where based on the state of the match (as determined by the server), I want to refuse new client connection requests. So, for example if the match is already...
View ArticleHow to send command from a non player object
So i have a class called PlayersManager she is suppose to assign a material to each player on the game. Something like: 1. Client choose a character from a GUI 2. The GUIManager will request to the...
View ArticleLobbyPlayer to GamePlayer NetworkLobbyManager
I hope this helps someone. OnLobbyServerSceneLoadedForPlayer not getting called? OnLobbyServerCreateGamePlayer not getting called? public override bool OnLobbyServerSceneLoadedForPlayer(GameObject...
View Article[Official] Multiplayer Improvements
Hello! As you have probably seen in other threads, we like to check in on the direction we are taking with our technology to make sure we are best serving you. In this thread we would like to discuss...
View ArticleNetworkIdentity.UNetStaticUpdate slow performance
That function is taking on average 10ms per frame for my server with around 30,000 networked objects in it. I did a deep profile of it, and the part that is taking a long time is...
View ArticleScene objects not synchronized on scene change.
I have two scenes. The first, starting scene has my NetworkManager, which is set to "DontDestroyOnLoad". On this scene, all my scene objects synchronize correctly between client and server. However,...
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 ArticleIf I use JS with some scripts, can I use jquery and Ajax too (playfab)?
I just got done coding a few thousand lines of PlayFab code on our website, and now I'm wondering if it may just be easier to copy and paste it into Unity ... but I'm also told that JS on Unity is...
View ArticlePhotonView with ID has no method marked with the [PunRPC](C#) property! BUT...
In my game 2 players only join a room and i have to switch turns between them so i do something like that: Code (CSharp): using UnityEngine; // .. more code public PhotonView photonView;// i get it...
View ArticleSyncListStruct causes NetworkClient.OnCRC NullReferenceException
I'm experimenting with adding UNET to an existing project. The GameManager extends network manager and overrides so functions but only for messages such as below Code (CSharp): public override void...
View Article[Photon] 2 players on one client? / MP testing in general
Hi, Just reading up on Photon (and other networking options). It is possible with Photon to have two players connected (two separate connections to a room) from one client? Just wondering if it's...
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 ArticleOccasional UNet-related crashes on iOS
Hi there, We're encountering occasional crashes in our iOS app and they seem to be related to UNet by looking at the stack trace. The iOS app (game) maintains a connection with a dedicated server (both...
View ArticleSeveral issues when trying to make my game use WebGL
Hi all, My game is running fine when using editor , standalone and headless linux. It is becomming totally buggy when i try to use WebGL: - [Server] standAlone - [Client] standAlone - works - [Server]...
View ArticleNetwork Mulitple Scene Instances
HI All, I'm writing a network poker game as a Proof of Concept. Basically its Tournament Poker so say there are 27 players and 9 people to a table. The Lobby runs (this is working) until 27 players are...
View ArticleGameSparks Support Thread:
Hello Everyone, Oisin from GameSparks here. We’ve noticed a few topics relating to GameSparks popping up here and there and decided it would be best to try consolidating it all into one thread. My aim...
View ArticleUnity 5.1 UNetWeaver errors.
Hi, I've just upgraded my project to Unity 5.1 and I'm getting the following errors: UNetWeaver error: Exception :System.ArgumentException: An element with the same key already exists in the...
View Article