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Network bandwidth reduction issues

Having a very serious issue with networking at the moment. Developing an RTS game where there are potentially hundreds of units on the screen. It all works fine over LAN as its got a pretty constant...

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SyncListStruct doesn't synchronizes

Hello I have a problem with SyncListStructs I have this code: Code (CSharp): public struct player_struct {     public string name;     public string ID;     public int Kills;     public int Deaths;...

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Spawn object on a single client?

Hi, I'd like to make an object that is only shared between a specific client and the server. That is to say, I do not want a copy of that object sent out to all other clients. I want to spawn an object...

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Networking with Steam?

Hi, I'm porting my game to Steam and as I understood it doesn't need any networking library like UNET or anything for that matter. My problem is, how to change my Unity game to work with Steam's...

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Host - Google Play Game Services?

Hi. I'm making a 2d multiplayer race game. I read all the articles on: https://developers.google.com/games/services/ There is something that I don't understand. For example: What I want to do (In the...

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Unity Wi-FI Direct support?

I am working on a new open source project called Navi (you can check out all the code at the github repo). In short, it is a system that transfers the sensor data via a local router to your PC for use...

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Thinking I need OnConnectedToServer, but not firing

I have a client object. It has the Network Manager component and a script component. In the script I have a class that is descended from NetworkBehaviour. I have added a OnConnectedToServer() method,...

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Unet button on object Sync with clients

Hi I have a button from a workd space Unity UI object that when pressed uses [SyncVar] to set a bool. When the player on the server presses the button it syncs across all clients but when a client...

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How to use NetworkMatch properly?

Players can create and join matches just fine the first time they try after starting the game. I access the NetworkMatch as follows (blanked out the AppID): Code (CSharp):         networkMatch =...

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Getting return value from 'Command'

Hi all, Trying to get to grips with some networking but apparently I've managed to confuse myself in the process. There's 2 (seemingly) pretty basic things I'd like to do, and I'm hoping you can shed...

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SyncListStruct When does it Sync and why isn't mine?

So I've been having a hard time getting my SyncList Struct to sync. I've tried lots of different things and read and reread through the docs but still I can't seem to get the struct list from any...

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Auto spawn of players not happening

Hi, I create a custom NetworkManager, set the player prefab and auto-spawn to true. When I run "StartServer" should that spawn the player prefab? Not seeing it at the moment Thanks,

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Unet Command is not real command on server, bugged?

Hi my work was all the time working and suddently it is bugged. I don't get why suddently. Short version: I have a Command CmdSetMoveInputs. This does not goes over the network if the server (lan host)...

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Spawn a player for a multiplayer networked game

Hi, I have been working on this for a while, and when I finally press the "spawn" button for spawnplayer function, it does not load my prefab FPSController (renamed FPSPlayer) in the prefabs folder to...

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Master Server sample project

MasterServer Sample This is a "MasterServer" similar to the MasterServer that shipped with the old Raknet based networking system. The project is implemented using the HLAPI messaging system, not using...

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UNET Would be nice to be able to "switch" authority from one client to another

I'm using spawnwithAuthority to give players the ability to drive vehicles smoothly but I'd also like to switch them out... the only way I can see doing that now is to spawn a new vehicle when the...

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MBaaS perfect service for my game

Hello everybody I am developping a race game for Android / iOS / (maybe)Steam that will allow asynchronous challenges. This will be made through saving online many replays (not just scores) and loading...

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Photon Networking - camera tag

So currently I have a game where two players are instantiated using only one prefab. I've figured out local control and all by only enabling the cameras and scripts and such if PhotonView.isMine....

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Clear network message queue

Is there a way of clearing/fix/flush the messages queued from the server in the Legacy system? It seems to get stuck at Message bytes per second = 184467440737 when the network bottlenecks. Cheers Rob

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Spawn objects instantly on the client

I am aware that in order to spawn objects over the network, one must call NetworkServer.Spawn() on the Server. However, say for example the client fires a projectile on mouse click. On the client side,...

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