network transform component on non-player
I managed to get prefabs spawn working correctly both on clients and host. But I have one problem now. I have a prefab with network identity that I spawned using the network.spawn method, this prefab...
View ArticlePhoton Network Instantiate Problem
I am making a multiplayer game and I have the code to connect to the server and join a room and all that. But when I try to do "PhotonNetwork.Instansiate("Seeker", Vector3.zero, Quaternion.identity,...
View ArticleLLAPI Make unreliable channel wait for reliable?
Does a unreliable channel / can a unreliable channel be set up to wait for a reliable packet to be sent? I could probably set up my own system for this, but just wondering if this is already possible...
View ArticleMultiplayer through dedicated (cloud) server?
What is not became clear after looking at the documentation if it's possible to-do realtime multiplayer through a online server (not peer 2 peer). Does Unity offer a server as part of the cloud service?
View ArticleHelp| new solo developer
Hello Everyone! First of all i would like to apologize for my bad English! I am a new developer and Currently developing my first seriously game! The game Called "Lost". is meant to be co-op horror...
View ArticleCustom Network Lobby
Hello, I am switching my game from the legacy networking system to UNET. My game has a lobby and I have a question regarding the making of the lobby. Since I already have a lobby system in the game...
View ArticleExplanation of Networking basics
Hi, Are there any tutorials/articles that explain the absolute basics of Unet networking? I'm very new to this (i.e. no experience with Unity legacy networking, Photon, server authoritative...
View ArticleSyncVar problem
Hello, i got a Weapon which does not have local authority and this code attached: Code (CSharp): public class Weapon : NetworkBehaviour { [SyncVar(hook = "AddToCharacter")] public...
View ArticleSynchronizing an entire skeleton
Here is an example script that synchronizes the bones of an entire skeleton. This is intended to be used by dynamic animation systems driven by user input, such as Kinect systems doing motion capture...
View Articleenabling Advanced Configuration from NetworkManager is enough to break...
Background: We use HLAPI and Network Manager. Ports are fine and open and checked via http://www.canyouseeme.org/ Issue: Running two builds on the same machine (one as server/host and other as client)...
View ArticleSyncList objects/class?
Will it eventually be possible to have synclists of objects? Updating objects is faster because you don't need to make a brand new one in order to change on field/property. Any suggestions on how to...
View ArticleOnMatchJoined not virtual?
I'm writing an extension to NetworkManager to help handle/create an automatic matchmaking drop-in/drop-out sorta game setup, but I notice OnMatchJoined isn't virtual so I can't override it - yet every...
View ArticlematchRequest.matchAttributes not populating
Heya, I'm trying to do some matchmaking setup. Here's my CreateMatchRequest, which all seems to work fine: Code (CSharp): CreateMatchRequest create = new CreateMatchRequest();...
View ArticleUNet Sample Projects
Attached to this post are some sample projects for the new networking system. These projects all use the High Level networking API. Warning, these contain programmer art and are not pretty at all....
View ArticleTransfer client authority?
Is there a way to transfer client authority of an object from player to player? As an example, I want the server to spawn a cube (without rigidbody) - and have two players be able to move it around by...
View ArticleAllow Cmd and Rpc without a connection
I'd really like to use Cmd and Rpc functions, even without an active connection, to simplify single player & multiplayer code. Please? :3
View ArticleWhat is the correct way to begin an offline session?
Hi, I'm coding the game so it runs with bots offline, and I'd also like it to have an offline mode for unity development in general. However, when I hit play I have to start hosting as using...
View ArticleAre there any good mobile networking tutorials for unity?
I have made my game for iOS (just a basic racing game) but I would like for it to be multiplayer. Are there any good tutorials on doing this in c# unity? Will need to learn how to allow other players...
View ArticleWhy Does Adding to My SyncListStruct Break SyncVar?
So I tried making a SyncListStruct that didn't work. So then I tried just doing SyncVar on the same Game Object and that didn't work. After checking each portion of code I found out why my SyncVar...
View ArticleSyncList Callback only called when changed, but not when first transferred to...
I have a SyncListStruct for which I have a callback, which I declare on OnStartClient. Everything works fine and it's syncing - but the callback is called only with the first change of the list(and...
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