Player lag compensation script, what's wrong?
In online games there's always lag for everyone, some have it high and some low, can't remember exactly where but I read about a technique in hiding lag and making smooth play by "delaying" the clients...
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 ArticleProcedure for a board game with individual control over the same objects
Hi, I'm new to unity and I'm currently working on the multiplayer aspect. I made a little game based on a famous boardgame called "Raisende Robots" where you must pick objects by moving orthogonally 4...
View ArticleDedicated Ubuntu server headless mode
Hi everyone, I install VMWare to use Ubuntu to test the headless mode (Dedicated Server). I read that the server doesn't launch automatically. I done this topic said but I don't know on which...
View ArticleFew Questions from a Newbie
Hello Everyone, I have no skill using this software but I'm currently trying to create a business that uses VR technology and so I must learn a few things. Please forgive my ignorance over a few things...
View ArticleMy Compiled List of UNET Bugs/Issues
I've spent a lot of time working with UNET and thought I'd compile a list of bugs/issues that I've come across. Overally I think UNET will be good once it gets finished, but there's a lot of problems...
View ArticleUnet several scenes
My online-project (unet) has several game scenes, which I select in main menu by method "NetworkManager.singleton.ServerChangeScene". But when scene loaded, on scene created all players, which was on...
View ArticleBug when player join a scene with too many network behaviour
Hello I'm working on a 5 players Multiplayer, Lan-only project I got a very big scene, with a lot of network behaviour(20k-30k) that I need to keep sync. let's say this is a big building, with 20.000...
View ArticleSuggestion: 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 ArticleUNET NetworkManager.OnClientError dosent fire on connection attempt timeout.
Im trying cach the error that fires when a connection attempt fails, so far no error is thrown in the editor and no error is thrown for the client onclienterror, also when the connection times out it...
View ArticleUNet Documentation / Standalone API?
I'm creating an MMORPG solution. Currently, I'm writing a server using Java/Netty/Protobufs, but it's a real pain in the ass. For example, as it is to create an RPC function on an otherwise RPC-less...
View ArticleWhy can't i get any better ping with LLAPI?
I can't get better ping then 25 with unity NetworkTransport, can some one tell me what is wrong? I connect to same pc using those settings: GlobalConfig gc = new GlobalConfig(); gc.ReactorModel =...
View ArticleSyncvar update late
Hi, I have a syncvar of type bool, and I need in Update() function, when has a value do something. The problem is that server change correctly the var, but Update() function is executed 3 times until...
View ArticleNetwork Transform
So I need to just like everyone else sync the position of my character over the network. Currently everything except jumping is driven by animation root motion. I have a character controller for some...
View ArticleUNET + SteamWorks (final connect)
Hi, I have implemented SteamWorks into our UNET-based project. As a host, I create Steam Lobby using SteamMatchmaking, and after that SteamGameServer using GS_AUTH_API. After server is started, I...
View ArticleControl delay with non player networked objects
Hello, I have a multiplayer game where there are non player networked objects that players can interact with. For example they may be an non player network object that players can pick up and move to...
View ArticleMultiplayer lobby manager problem
Our team is working on a multiplayer game set up using Unity multiplayer services and the high level API. It was of our interest to use the Lobby Manager to create a common meeting point for players to...
View ArticleDuplication of Matches
Now that I'm able to leave a Match that I've hosted and re-hosting a new Match. However, I have multiple of the same Lobby being created whenever I try re-host a new Match. - How do I "Clear" the...
View ArticleNetworkAnimator + Multiple Animator Controller Layers? Broken?
5.3.4p5 Is the Network Animator supported for multiple animator layers? I have an object with 3 layers in the Animator Controller to allow: 1: Walking 2: Walking + Blocking 3: Walking + Attacking 4:...
View ArticleUNET and webplayer/webGL & Room support?
Hi guys, for Unity staff or those who have tried the networking, I read the new manual but 2 things are not clear to me just yet. Here are the questions: 1- do you still need the policy server on the...
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