What does it mean for a NetworkBehaviour's isClient and isServer flags set to...
While I was looking in the editor, I noticed my game object (with NetworkBehaviour attached) has both the flags, isClient and isServer, all true. When this happens, what does it mean? Both the client...
View ArticleUI Buttons To Spawn Units/Buildings
Hi Folks, after nearly 30 hours of testing and failing I have to ask now. Is there any chance to have a MainGUI (Canvas) in the general hierachy for every client and to spawn units/buildings per button...
View ArticleAbout Unet Multiplayer Services (costs and available options)
Hello, I want to know what will be the cost to use the new Unet Multiplayer Services like Server Relay and Matchmaking. I registered here https://unet.cloud.unity3d.com and it shows the message: The...
View ArticleHow to specify channel to be used for spawned object with large SyncListStuct?
I have an object that is a network object. It is initialized and spawned on the server. It contains a SyncListStruct that is gets larger than 1500. I have added a third channel to the network manager...
View ArticleNetwork Animator stopped working [with 5.1 to 5.2 update]
This happened right after I upgraded Unity from 5.1 to 5.2, I can't seem to understand what's causing it.
View ArticleJoin Specific match?
I am trying to have players invite friends to matches. My plan is to send the match's networkID over to the friend and then when the friend presses "Join" it will get the network id of the other player...
View ArticleSending Messages to other clients
I'm trying to make a two player game where one player is the server. I want both players to send messages to each other but I'm really have trouble getting two-way communication going. just a few...
View Article[HLAPI] Chaos and abysmal docs for Lobby, NetworkClient.Ready(),...
Hello everybody, I'm trying to implement multiplayer games into my existing game, utilizing the "shiny new" Tech of UNET and the HLAPI. I'm doing so for about a week, and having *a lot* of trouble with...
View ArticleHow to SendMessage List ?
Hello guys, Am having this particular problem trying to send a List<Cube> within a CubeMessage : MessageBase. There is something i can't see, what is the right pipeline for doing this? Code...
View Article[Declined] What could cause the host (server) to spawn duplicates of spawned...
I don't understand why OnStartAuthority() runs twice. I am just following what the documentation (manual) says when spawning client authority objects. Because Start() in NetworkBehaviour is not...
View ArticlePlugin with Hosting
Just made a simple C# open source lobby + router API for Unity on my distributed cluster platform: https://github.com/tinspin/fuse It uses comet stream over HTTP so it goes through all firewalls. I use...
View ArticleHow to syn shoot effect in survival shooter by UNet
I'm trying convert the survival shooter to multiplayer version by UNet introduced in Unity5.x, the new network system. But I encountered a problem when spawning the GunBarrelEnd effect(shoot effect) to...
View ArticleShould position-data be grouped?
I often read that for an FPS or an MMO information is being sent at an interval rate of x ms, presumably positional data. But what i wonder is, what is being sent? Lets say a player moves and it...
View ArticleNetworkTransport.Send: Cannot send message of 0 bytes length
With 5.1.1f1 PC, how would we get into a state with the HLAPI where the LLAPI thinks we are trying to send 0 bytes via NetworkServer.SendWriterToReady(null, writer, 2);? We check that the writer always...
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 ArticleCollection of Multiplayer samples
This is a collection of links to samples that have been posted in this forum. Some are scripts and some are entire sample projects. http://forum.unity3d.com/threads/unet-sample-projects.331978/...
View ArticleFigure out which script or gameobject is sending big messages
I'm currently having that error that, when the message is bigger than the MTU and the channel is Reliable Sequenced, it fails to send and logs the error. The problem is that the log is from...
View Articlemm.unet.unity3d.com: Host not found
I'm trying to test that Unet matchmaker works between different wifi connections. To do that, I'm going from local wifi network on a router on one machine, and phone hotspot wifi on the other. On the...
View ArticleStartServer listen failed on NetworkLobbyManager
So I was working on a custom NetworkLobbyManager script when I got the error "StartServer listen failed.". The following code snippet is what I'm using on a GUI button: Code (CSharp): using...
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