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...
View ArticleAbout Unet Multiplayer Services (costs and available options)
Hello, I want to know what will be the cost to use the new Unet Multiplayer Services like Server Relay and Matchmaking. I registered here https://unet.cloud.unity3d.com and it shows the message: The...
View ArticleUNet vs Photon
Hello, The question is in the title. With the recent updates to Unity networking I was wondering, which one should I use and why? I have a project that is currently made using Photon technology but I...
View ArticleLegacy Networking RPC bandwidth
Hello, Couldn't find an answer to this anywhere. I know that sending a float takes 4 bytes, Vector3 takes 12 bytes etc. What I want to know is how many bytes are sent with just a plain RPC call with no...
View ArticleUpdating Room list with Webservice [Photon Cloud]
I am using photon cloud, I have a lobby with a roomlist in the game, but once i join the room still i need to update the other room details, Which is not possible from photon. so i am using webservices...
View ArticleLocal multiplayer for machinima?
I'm trying to do a machinima-type project, so most important to me is local multiplayer with extremely responsive animation across all clients. Is there a sample project for this kind of setup? Is...
View ArticleEscape pause menu
i'd like to get a escape pause menu with quit and main menu i use UFPS and pun+ but if i press escape i can only move with my mouse cursor no screen popup please help or send a script for it thanks
View ArticleA connection has already been set as ready. There can only be one.
I got the error below. A connection has already been set as ready. There can only be one. UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate() However, I tried to clear ready flag by invoke script...
View ArticleAre we required to use MatchMaking?
Does the new networking system require us to use Unity's MatchMaking service? Is the MasterServer class still available/have a successor? How does the new system work for things like MMOs?
View ArticleSpawnWithClientAuthority and NetworkTransform
Hi, I wanted to verify if SpawnWithClientAuthority meant that the client who has authority of a non-player game object gets to control the network transform of the game object as well. The reason I ask...
View ArticleClientScene.ConnectLocalServer() : server does not see client events
When I have a client connecting from a second unity instance, all the registered handlers on both the client and server trigger as normal. However, the client on the server side, created with...
View ArticleAfter creating a new empty game object in the Hierarchy tab, how to give game...
This is my current problem, which is relevant to this other problem, but not entirely the same. The "Input Manager" game object is just an empty game object, with a Network Identity component and a...
View ArticleOld RPC to UNet (Server to single client)
I have a client project and a server project, and I currently am using the old RPC method. I'm trying to convert this code to UNet, but I'm not sure how to begin since the code is different on client...
View ArticleEntitas, daogames: We made a multiplayer addition to Match-One
Hey everyone, In case anyone is using the awesome Entitas Framework from Wooga, we made a fun addition to their sample case Match-One: Multiplayer. Although of little real-world usage, you can now spin...
View Article[Error] UNet Client Disconnect Error: BadMessage
Hello, I have download the move multiplayer project and i have setup 5.2.0 f3 unity version. I build 1 windows client and i click Start Server button and 1 webplayer client and when i click the Start...
View ArticleDB calls and Global Monitoring
hello! lately i have been reading many posts and topics about "security". simply, the extraction of sensitive data from your own sources seems definitely to much easier. now i'm terrified, literally...
View Article[Error] Invalid playerControllerID
Whenever I try to call SendReadyToBeginMessage() on a client, I get an error in the editor that reads "NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerID 255". Other times, the...
View ArticleSpawn GameObjects in a Network
Hi, im trying to spawn GameObects in my multiplayer game, but i get this error in console: this is my code: Code (CSharp): using UnityEngine; using System.Collections; using UnityEngine.Networking;...
View ArticleCreating a custom server
So I want to code my own server for players to connect because Photon only gives me 20ccu and Unity Networking is to hard to use. how can I code my own server for players to join
View ArticleUNet Sample Projects
Attached to this post are some sample projects for the new networking system. These projects all use the High Level networking API. Warning, these contain programmer art and are not pretty at all....
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