NetworkMananager.ServerChangeScene fails to spawn client's player prefab ~50%...
Howdy again! I recently tried to tie together a scene where our players pick their equipment and a scene where they actually do the playing. Once they've picked their equipment, they hit a confirm...
View ArticleHow to do Commands/RPCs/RemoteActions on non-player objects?
So I'd been making a multiplayer game in Photon but Ive decided to move it to UNET now that it's finally out. In Photon I was able to send RPC messages to and from basically any networked object, but...
View ArticleSpawn two objects from the same prefab on client and server and then sync them?
Comming from Lidgren library, I had a hard time understanding how variable synchronization and RPCs can lead to network prediction (the stuff clients do and show while waiting for the server's...
View ArticleHow to connect devices throught bluetooth/wifi without internet?
Hi. Im working on an offline multiplayer project and I wonder if Network code work on mobiles devices on same wifi hotspot. If not then how to connect them. And what's about bluetooth and...
View ArticleNull Reference Exception on Photon Networking
Hi, I'm getting null reference exception when I try to instantiate prefab over the network using PunRPC. The weird thing is I can do this all other prefabs except one prefab. For example; This works;...
View ArticleuNet networking help
I am pretty savvy now when it comes to singleplayer coding. I recently took up an interest in trying to convert my singleplayer Resident Evil clone to multiplayer. I read the docs, and tried to come up...
View ArticleChanging scene network wide?
I'm working on a mobile party game, and I've finally got matchmaking working between the host and all its clients. I've got a game manager up and running as well. Every time a player joins from a...
View ArticleSpawn prefab dynamically
Hello, I am building a game where server starts and nothing is showed. Then when the first client connects to server, client tell to server which prefab load with authority for this first client, he...
View ArticleSimplest way to run functions both ways on LAN Host and Client
Hi, I'm fighting with UNET to achieve something that seems simple, at first >_< I want to create an application which displays the same thing on two computers, one is a LAN Host, so is recognized...
View ArticleHelp with Unet Commands and 'shared authority'
Hi, I'm having some difficulty grasping the concepts of Commands and Client Authority. In specific: - Suppose I want to create a multiplayer chess game. It requires a Grid and pieces. - My goal is that...
View Article[NOOB] player network transform glued together
I am trying to create a basic multiplayer setup and am testing it locally. In fact I am trying to follow this tutorial, https://unity3d.com/learn/tutorials/topics/multiplayer-networking But I am...
View ArticleAnimator.SetTrigger/NetworkAnimator.SetTrigger Bug?
I'm a bit confused about the functionality and purpose between the Animator component and the NetworkAnimator. From my understanding since the debut of 5.0, the NetworkAnimator was simply responsible...
View Article[SyncVar] Protect from Cheat Engine
Hello everyone, Is there any solution to protect [SyncVar] from Cheat Engine? for example: Code (CSharp): [SyncVar(hook = "OnMoneyChange")] public float money = 500.0F; public void...
View ArticleStreaming Unity game from a server
Hi, I would like to know if there is a way to stream the game to a client from a server. What I mean, is having a server sending the visual of the game to the client. If nothing exist, do you have any...
View ArticlePhoton Unity Networking
Photon Unity Networking Get it. No server setup needed - runs in the Photon Cloud. No obligation due to free plan. Download from the Asset Store: http://u3d.as/2ey Overview This package implements...
View ArticleTurn-based Multiplayer: Storing Players in a Player System: Problem with...
Hey there, I am currently working on a turn-based game and I am struggling with the new HLAPI Networking. I set up a Lobby, players spawn on start positions and the color and playernumber are synced....
View ArticleClient incorrectly receiving messages from server - 5.4.0b22
Recently I've been experiencing a very strange issue regarding SyncVars on a Network behavior. In short, I have a script that is acting as a custom Network Transform Sync with three SyncVars acting on...
View ArticleRPCMode.Others in Unet
Hi everyone, First of all let me say I am quite enjoying UNet with it's ease of use and functionality. Coming from both the Legacy systems and Photon, UNet is a breeze to setup and get working. However...
View ArticleUsing LLAPI with any tcp/udp server
Is there any documentation for the LLAPI protocol layer? As in enough documentation to create a Netty pipeline for it? Even just enough to get the most basic unreliable messaging without any QOS or...
View Article[SOLVED] Photon Voice Problem
Hello everyone, I have a problem when building my UWA project with the last version of Photon Voice plugin: each time, I get an GetFileByPath(filePath) == NULL UnityEditor.HostView:OnGUI() error. I...
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