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iOS Multiplayer :: Argument cannot be null

I'm going to make Multiplayer move at an end in iOS, but the following error is shown and doesn't move well. ------------------------ ArgumentNullException: Argument cannot be null. Parameter name:...

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Unet server-authoritative movement with client-side prediction and...

Hello everyone, So I've tried several times to find some information or examples on this topic but with no luck. Found some legacy implementation but it looks like that there is no open...

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[UNET] Reconnect after client StopHost

Hello everyone, how to reconnect after disconnect event on UNET? Because it not allow to.

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[UNet] NetworkAnimator on a child object that contains Network Identity

I'm really just getting started with UNet, so sorry if this is obvious. I have a game object that has a network identity, network transform, and some network transform child components. For my...

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How to create a Loading Bar compatible with NetworkManager Scene Transitions?

Hey, I have some problems figuring out how to implement a loading bar for scene transitions which are initiated by the NetworkManager. Basically, I have a custom NetworkManager which inherits from the...

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How to host server on my PC

Hello, I'd like to make a multiplayer browser game (not using the relay servers), and am wondering about hosting a server on my PC I can't afford dedicated servers from a server hosting company. So how...

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Help me add photon please ;(

Hello all i need your help Need add photon, others players for moment dont see spawn item ;( Code (CSharp):      using System.Collections;      using UnityEngine;           public class...

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Connect directly to a server machine

Hi! First of all, thanks to anyone who reads this and attempts to help me, it is really appreciated ^^ Second, the actual question: Is there a way to manually connect (Nework.Connect) to a server...

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Can't connect to hosted server (Not LAN)

A few months ago, I created a project following a unet tutorial to set up a custom Network Manager. It worked great, I was able to host a server and my friend was able to connect to it. Now, I've made...

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How to handle SyncVar's when changing PlayerObjects?

So I've got a character selection system after joining a server. It handles SyncVar string and int variables. I spawn an empty playerobject in-order to simply ReplacePlayerForConnection. After I've...

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Vibrate device only on client side

I'm working on a mobile multiplayer game. It's is for a project about haptic feedback, so correct vibration is crucial. For the vibration patterns I use the TouchSense Plug-In by Immersion. I need the...

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[TargetRPC] is causing a NullReferenceException... HELP!

So I updated to the 5.4 beta. I want to test the new [TargetRPC] with a simple "Hello world!" script: Code (CSharp): using UnityEngine; using System.Collections; using UnityEngine.Networking;   public...

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Help 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...

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Strange Bug: Custom Network Client continues to receive Ping after game is...

I've been working on an experimental networking system that allows me to connect to a custom server. However, I've just encountered the strangest bug: Shutting down the game does not shut down the...

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NetworkTransform laggy

After updating to 5.3.4 the network transform is too much laggy, a few months ago it was smooth as silk, but after the update the network update with the same parameters is unusable now, I tried to...

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Issues With Photon and WebGL Unity

Hi, I'm new here so sorry if this is the wrong place for this. I have a built a custom photon server to run an MMO style game to work with WebGL. The server and project work fine when you play it in...

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Making a multiplayer browser game without paying for servers UNET

Hello, I'd like to make a multiplayer browser game without using the relay servers or playing for my own server. Right now I've pretty much got no money what so ever to spend on stuff like servers, and...

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How to sync an arrow over the network

I am making my first networked unity game, and am trying to sync the arrows over the network. The problem is that the arrows need to change their velocity, and i tried to use network transform but that...

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GameObject gets deleted automatically after creation on Client or Server Unity3D

I am trying to make offline multiplayer game in unity3D. All connections are working fine but I have not created an object other than the players until now. When I create a GameObject on client's RPC...

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Unity Lobby, player get disconnected if game has already started.

Unity lobby, player get disconnected if game has already started. But if they join the server before the game has started, they don't get disconected and can play normaly.

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