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...
View ArticleSyncListStruct doesn't synchronizes
Hello I have a problem with SyncListStructs I have this code: Code (CSharp): public struct player_struct { Â Â public string name; Â Â public string ID; Â Â public int Kills; Â Â public int Deaths;...
View ArticleSpawn 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...
View ArticleNetworking 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...
View ArticleHost - 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...
View ArticleUnity 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...
View ArticleThinking 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,...
View ArticleUnet 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...
View ArticleHow 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): Â Â Â Â networkMatch =...
View ArticleGetting 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...
View ArticleSyncListStruct 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...
View ArticleAuto 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,
View ArticleUnet 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)...
View ArticleSpawn 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...
View ArticleMaster 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...
View ArticleUNET 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...
View ArticleMBaaS 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...
View ArticlePhoton 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....
View ArticleClear 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
View ArticleSpawn 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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