'Broadcast discovery already running', 'StartBroadcast failed err: 8' &...
Excuse me for the gigantic title! I'm continuously hitting the same wall with the NetworkManager in combination with NetworkDiscovery and I can't figure out how to get around this. I hypothesise that...
View ArticleUnet server-authoritative movement with client-side prediction and...
Hello everyone, So I've tried several times to find some information or examples on this topic but with no luck. Found some legacy implementation but it looks like that there is no open...
View ArticlePlayer object gets destroyed right after level change
I'm having some problems with my player objects right after connecting to a server. I use the HLAPI with NetworkManager. The problem is sometimes (maybe in half of the levels) there are no player...
View ArticleInternalAddPlayer: playerControllerId higher than expected - warning when...
Hi, I'm overriding the default NetworkManager. I'm trying to spawn a player manually to be able to do it whenever needed, but I get this warning when the player object is created:...
View ArticleRPC call wont function on Local Client
So I was under the impression that methods marked [clientRpc] would run on the Local Client, however I'm currently only receiving calls on Remote Clients when hosting a game. I've attached the source...
View ArticleSimple guide/example to instantiating a player without auto creat player ?
Is there a simple (full) guide/example out there as to what exactly needs to be done to create a player without the "autocreate player" being checked? I've tried and somewhat succeeded but with some...
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 Article[Need Suggestion] Time Control for Farm Game
Right now i'm developing a farm game that have a global time (all user share same time) As the game have seasons, etc, as the game go on, player can start their game in winter time when they first...
View ArticleHuge, incrementing delay with GetRemoteDelayTimeMS
Hi, I'm trying to find the a message took to travel from one peer to another. I'm using NetworkTransport.GetNetworkTimestamp() and I'm sending the timestamp through a local connection. My connection is...
View ArticleNetworkDiscovery not working on Android
Hi, I've been setting up networkDiscovery to sync two phones together. I can run a version of my program in two seperate Windows builds and they will connect to one another. However, on Android, it...
View ArticleWill node.js work in an iOS game?
is it possible to make a game in unity for iOS using unityscript and node.js?
View Article5.2.1p1 NetworkTransform rotation is wrong up to 90-180+ off
Does anyone know why NetworkTransform is unable to sync rotation on a rigidbody, via localhost with 4 total objects in the scene? I have only one script that moves two AI (host) objects: Code (CSharp):...
View ArticleServer to server connection
Is it possible (and how?) to connect one server to another server.
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 ArticleBaaS or MBaaS
Hi everyone, I search for months and, yet, don't find what I need. I program some games. They are simple. They are like quizzes, but they can be play multiplayer where each players play its turn. So...
View ArticleMatchmaking - DestroyMatch Does Not Do Anything
Hi, I'm using Unity Pro 5.2.1f1 and trying to implement a matchmaking lobby. I use DestroyMatch to try to remove a match. In the console I see that this API request has been sent to the server: But the...
View ArticleIs there the ability to sort SyncLists?
Specifically SyncListStructs? Using a function like List types have like List<T>.Sort() Thanks
View ArticleDo something when a Player is spawned on the client
Hello. I am looking for an event or a callback function that I can use, when a player game object ( Player GO ) is created on the client. I am manually spawning the Player GO by using...
View ArticleUnderstanding the Profiler
In these screenshots, I'm running the profiler on the server. the humps are when the server receives a custom MessageBase from a client with 4 ints. Can anyone illuminate what all these numbers in the...
View ArticleDisconnect and close a Match - UNET Unity3d 5.2
Hallo everyone, im wrote the following Script and it works fine. But I have some Questions: But now i´m trying to close a match after it is opend from the host. How can I close or destroy it? How can I...
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