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...
View ArticleAndroid 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....
View ArticleChange 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...
View ArticleUsing 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...
View ArticleClient 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...
View ArticleNetworkManagerHUD 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...
View Article93% 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...
View ArticleNetwork 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...
View ArticleHow 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...
View ArticlePhoton - JoinRandomRoom
Code (CSharp): void OnJoinedLobby() { Hashtable customRoomProperties = new Hashtable() { { "tip_room", 1} }; PhotonNetwork.JoinRandomRoom(customRoomProperties, 2); } void...
View ArticleMax 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...
View ArticleLow 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...
View ArticlePlease 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...
View ArticleNon 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...
View ArticleWebGL 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...
View ArticleSSL - 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:...
View ArticleUnable 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...
View ArticleNetwork.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...
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 ArticlePUN - 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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