Maximum Fragmentedsize for fragmented Channels
Hi, i got some problems with ConnectionConfig.FragmentSize i wonder what is the maximum of the fragmentsize? Thank you all!
View ArticleUNet or Photon for physics based multiplayer?
If I wanted to make a physics based multiplayer VR game, which networking package should I use? I was leaning towards UNet, but I can't get the physics to sync to everyone properly. I haven't looked...
View ArticleLiteNetLib - another reliable udp library.
Hi!. I want to introduce my "Reliable UDP" network library. https://github.com/RevenantX/LiteNetLib Features Simple connection handling Helper classes for sending and reading messages Different send...
View Article5.2 sporadic SIGSEGV crash in linux headless builds
I'm experiencing a SIGSGV crash since updating to 5.2, which happens not all the time, but around 1 of 3 times when starting the build. I still have to build a smaller repro, but maybe somebody here...
View ArticleUNet how to create single player and multiplayer in same scene?
If I wanted to make a level that could be played single player or the same level coop with a friend, what is the best practice for doing this in UNet? Could I code the level purely with commands and...
View ArticleNetworkManager.matchName always returns "default"
Hi, I'm trying to get the name of the match I am currently in but it always returns "default", even though that is not the actual name. Even the matchSize variable always returns 4 but it's really not...
View ArticleSimple Unity Network Host For a Python Client?
Years ago I built a simple testbed for an AI project, using Python, Pygame, and sockets. It acts as a server and can accept socket-based connections on a local machine to send simple text I/O like "go...
View ArticleNetworking suggestions for authoritative, turn-based, basic movement/shooting...
I am part of a small group working on a relatively simple multiplayer game. We are all professional programmers and are familiar with most concepts behind multiplayer networking but we lack the...
View Article(Bug?) Unity app on Android device cannot receive multicast message
I'm using Unity's Network Discovery component to broadcast an available match to play. I've got it working perfectly between Windows devices but I'm having issues on an android device. I have two...
View ArticleRemoveClientAuthority() still seems to be broken in 5.2.1
My scenario is I want a player to be able to enter a vehicle, enabling client control over it, then exit it, freeing it up for use by other clients. Pretty straightforward. Everything works great up...
View ArticlePrevent objects despawning when host stops
Is there a way to keep network-synced objects from despawning when the host stops? I would like to allocate all my objects when the game starts, then take them out of the pool and use them during an...
View ArticleCreateMatchRequest.matchAttributes
matchAttributes seems to only take <string, long> which seems amazingly limited? Either im using it wrong or it seems impossible to send a string as the value? If this is correct then the...
View ArticleNetworkMatch.CreateMatch syntax error?
So I am using the NetworkManagerHUD script that Unity made, and I have the source code for it. I found it on these forums. To create a network match, you do NetworkMatch.CreateMatch(). And that is what...
View ArticleExclusive to Developer Items
Can someone give me an idea on how to make an item only available for the developer of the game? Like there's one gun in the game i want to be only available to me. Or like a menu where i can kick some...
View ArticleMultiplayer Rooms/Lobbies for card game
Hi everyone, so I'm working on a simple card game for fun and want to make it multiplayer. I have a server (NetworkServer) and client (NetworkClient) running and all that happens so far is the client...
View ArticleCross.Net is now free, It will help setup unet and more
Hello everyone, Cross.Net is a mixture of Unet’s lower level network API, UPNP, Mysql Database and includes easy to use methods to get your game up and running. The key idea behind Cross.Net is to...
View ArticleUNet HLAPI C# Source
Now available on BitBucket under MIT/X11 license. https://bitbucket.org/Unity-Technologies/networking
View ArticleHazel Networking - Open Source RUDP/TCP Library
Hazel Networking is an open source, low level networking library for C# providing connection orientated, message based communication via TCP, UDP and RUDP. It's aim is to provide a standardised...
View ArticleBug: NetworkManager's OnServerDisconnect function is never called for Host
I attached a simple project with 13 lines of code that shows how NetworkManager:OnServerDisconnect is never called when the host disconnects. This is a problem because often game servers need to save...
View ArticleLooking for a better multiplayer solution with authoritative networking
Hi, I have recently been looking for a better solution for my multiplayer FPS project. I'm currently developing a mobile multiplayer FPS called Bullet Force, and the game has received quite a lot of...
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