Default channels (created by NetworkManager)?
I was told that channel 0 is the default reliable channel and channel 1 is the default unreliable channel. However, the list of channel types is much longer and I'd love to use some of them (e.g....
View ArticleSyncList not Initialized during Awake()
I am using SyncLists and I notice they throw errors when I use them during the Awake() method. This seems to be new to 5.2. Anybody else having this problem? The flow I'd like to achieve is:...
View ArticleNetwork Command Problem
I want to convey to the variable t server so that it is also currently use this variable. But still not sent to the server at all. Not even performs the Command. Something is not right to do? Code...
View ArticleUNET Join game without Hamachi
Hi All, I was wondering if you'd be able to help me set up my game to allow friends to join. At the moment, I have a basic character controller and capsule as the player that moves around. He can shoot...
View ArticleObject glitch when spawned on the client
When I spawn an object on the network, I Instantiate it on the server and then use NetworkServer.Spawn to notify all clients to spawn the object. However, when this object (a projectile to be precise)...
View ArticleLooking for a UNET 5.2 video tutorial on spawning objects with client authority.
Does anyone know where I can find a video of this? If not, are there any other tutorials on spawning objects with client authority? The documentations never give any examples on spawning objects. They...
View ArticleUnity 5.2: UNetWeaver error Exception keeps preventing me from testing my...
This is the full error log message I got: Code (CSharp): UNetWeaver error: Exception :System.ArgumentException: Member 'System.Int32 UnityEngine.Networking.NetworkConnection::hostId' is declared in...
View ArticleWhat is the editor seeing?
I'm not really sure what the unity editor is seeing when I run multiplayer matches (I'm doing the matchmaker). Is it showing me the client? Is it showing me the server?
View ArticleCouldn't understand why the parameter of a [ClientRpc] method is null.
I honestly don't know what could cause it to become null. When I mean "entering", I mean "stepping into" the code. Here's the full code: Code (CSharp): using UnityEngine; using UnityEngine.Networking;...
View ArticleUNet Lobby Problem
I am trying to build a MOBA like game. I am able to build a server with multi clients in the same scene now, but I don't know how to use one server for multiple game scene, with independent Network...
View ArticleHow can I use NAT Traversal with UNET? Only for users that pay?
Hi guys, I just spend a week updating my own network library to build on top of the new UNET. The only problem: how can I allow two users behind a NAT/Firewall/Router to connect to each other? It seems...
View ArticleTwo errors: "AssignClientAuthority(): Owner cannot be null" or "NetworkServer...
This is what I am trying to do: When the game starts, the game world is empty. As the player connects into the game world, the game spawns a Spawner for each player that is in the game world. Let's...
View ArticleMeaning of NetworkManager Warnings
Can anybody tell me what the warnings are all about? I get them from the NetworkManager with LogLevel = Debug when I create a LAN host: Ready with no player object...
View ArticleSeriously need help with unet lobby code
I desperately trying to get some basic lobby functionality working in my game, but i have a problem with the game just going into the Game scene instead of staying in the lobby : / I have looked at the...
View ArticleAbout Creating and Destroying objects
Hello guys, i'm really stuck with creating and destroying objects on both server and client side. I'm trying to understand how the Command and RPC's work on both side. But i only could manage to spawn...
View ArticleGoogle Play services - Invitation problem?
Hi. I use google play game services for unity to make a 2d multiplayer game. In my game there are two buttons. "Quick Race" and "Invite". For "Quick Race" button I use this code: Code (CSharp):...
View ArticleSyncList.SyncListChanged API change in 5.2p1?
The delegate argument itemIndex now seems to be itemCount, but this is undocumented in 5.2p1. Is this an error? In the docs that come with 5.2p1 and earlier versions for...
View ArticleOnCheckObserver return value
The docs say that the return value of OnCheckObserver is True if the player can see this object, but in practice it actually seems to be a dirty flag as to whether or or not to run RebuildObservers....
View ArticleDoes not contain a definition for `clientOwnedObjects'??
So Unity gives me this error when trying to retrieve the player object when he disconnects The docs tell me that clientOwnedObjects can be found in NetworkConnection:...
View ArticleSyncListStruct 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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