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Suggestion: GlobalRpc, ObserverRpc, TargetRpc

Rename ClientRpc to something like ObserverRpc. I just found out that ClientRpc only calls the Rpc for the client's observers, not for all clients (it says 'all clients' in the documentation, that's...

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Android Multiplayer using direct connection or router !?

Hi, i am trying to make a racing game for android ( not having Android Pro ) and want to make two guys to be able to race against each other over direct connection or local connection trough router....

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Change variable on all clients from server

Hi! I need have to a variable on server that clients consults and in function of its value do something. I had been trying with a [SyncVar] but this is not what I want. Because I want that if one...

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Using photon cloud for a rpg

Hello new guy here. Me and around 6 friends are creating a few multiplayer games. The one im most concerned about setting up is the 3d rpg we have planned. Please dont tell me how difficult it is to...

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Client Error: Failed to spawn server object

HLAPI, C# When a client connects to the server, the server spawns the gameObject... at the client however i get a " Failed to spawn server object, assetId=532ba720a948274498667f4619a439 netId=1...

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NetworkManagerHUD source

The NetworkManagerHUD is a good example of how to use the match maker system, including callbacks, and how to drive the NetworkManger from a UI. The NetworkManagerHUD doesnt use any internal...

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93% CPU in NetworkIdentity.UNetStaticUpdate (LogStringToConsole)

With the Unity 5.1.1f1 Editor Profiler, my game is seeing very high CPU utilization from string logging in NetworkIdentity.UNetStaticUpdate, even though I have our NetworkManager log level set to Fatal...

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Network Migration Manager

Has anyone started to use the Network Migration Manager component? It seems to work fine in a 2 player game so far using the default UI from the component.. as in allowing the non-host to continue...

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How can I use NAT Traversal with UNET? Only for users that pay?

Hi guys, I just spend a week updating my own network library to build on top of the new UNET. The only problem: how can I allow two users behind a NAT/Firewall/Router to connect to each other? It seems...

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Photon - JoinRandomRoom

Code (CSharp): void OnJoinedLobby() {    Hashtable customRoomProperties = new Hashtable() { { "tip_room", 1} };    PhotonNetwork.JoinRandomRoom(customRoomProperties, 2); } void...

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Max Connections doesn't work.

Hey everyone, I set maxConnections to 1 in my NetworkManager Component and ran a build of my game in both the local machine and a separate pc in my house. I then ran NetworkManager.numPlayers just to...

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Low Level API / NetworkTransport.Receive fabulously slow, is this by design?

I'm trying to power-use the low level API for a clean lockstep networking implementation. The LLAPI methods execute much worse than 60 frames per second, despite Send and Receive calls happening as...

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Please help me to understand uLink, uLobby etc...

I'm currently trying to use uLink and uLobby for my project. This project is kind of a practice for me to develop an actual mobile game which is network party playing thing. For now, I can handle uLink...

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Non player objects movements are not syncronized on server

Hi everyone I'am struggling with this problem from a very long time. I have a scene object (a cube) that can be moved by the client. The problem is that its movements are not seen on server. The cube...

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WebGL support for facebook

We are trying to make a MMORPG game in unity3d so we try to R&D from different forum and article about MMO from some famous sites like Gamasutra. we realize that unity3d has discountinue its web...

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SSL - is there a bulletproof solution for Android & IOS?

Hi, I'm building a user registration into my game and get to the point where I need to know that SSL is working properly in Unity. I'm not really into security and SSL so I have a few basic questions:...

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Unable to Ping on Standalone or WAP (Local Machine or Hololens)

My first problem was that I wasn't able to connect to a local PUN server on my network when I built (works perfectly in the Editor). So I posted there, and they indicated that there was nothing wrong...

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Network.matches is Null

I'm trying to create a basic lobby using a custom network HUD. Everything works, except that whenever I try to use manager.matches, it is null. My manager is the stock NetworkManager component. I've...

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[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...

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PUN - Choose random Hero for player

So, the thing is: after a time, the players that don't choose a hero to play should receive a random hero. The heroes cannot be repeated. I use as exemple the DemoPickup and I created my on class: Code...

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