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Best approach to very basic turn-based Multiplayer (Wordfeud like MP )

Hi guys, Currently I am working on a simple casual game that I want to test with an online function. The game is played individually and is based on a singleplayer game (as there is no direct contact...

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NetworkTransform rubber banding

Is anyone able to use the NetworkTransform component without serious rubber banding? What settings are you using? Right now it seems totally unuseable but perhaps it's just difficult to calibrate.

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Pre-populated SyncList and initial synchronization

Hi everyone. I'm using version 5.2.1f1. When a SyncList must pre-populated with a large number of items, is there any existing means to do that without using a loop and the Add operation? If I needed...

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5.2.1p3 SpawnWithClientAuthority and ReplacePlayerForConnection Crash Unity...

on a player object spawned by the networkmanager or from the derived networkmanager (I tried doing it from both classes), I call a CmdSpawnPlayer that I want to spawn a different, new object for the...

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Is there any sample project that is done with Transport Layer rather than...

Hi, Title says it all. Cheers.

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How do you check if a game object is "missing" from a list of game objects?

I know there could be either "Game Object (Clone)" or "None (Game Object)". But what about "Missing (Game Object)"? How do you check to see if the game object is missing, or actually gone? Destroying a...

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Finding local game objects with tag!

Hi, im having an issue, i am working on a space building game, however, i start the host and then start the client, but when i add a block to place on my ship, i want it to parent to MY ship,...

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StartServer listen failed.

I'm using the Network Manager. When I start the server (or host), stop it, and start it again, I get the error message: Code (CSharp): StartServer listen failed. It works again when I restart the build...

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Network traffic encryption

Hello everyone. I've tried to search this one but no luck. So I decided to create this thread. Is there any encryption applied to the network traffic or it's just a plain text transfer?

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Having problem turning my local multiplayer game to network multiplayer game.

Hi, I've made a multiplayer game that can be played locally with game controllers and mouse and keyboard and now I'm turning it into multiplayer with UNET but the more I read the documentation, the...

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Alternative to Unity Servers

Hey there, We are trying to get along with the new UNET system right now, but before that, we were wondering about the Unity servers. We want to make a game playable via network, meaning one player...

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Is there a reason why my host is sending commands but not my remote client?

I've posted this on answers as well, but here's a much more concise version of my problem. Here's the relevant code. Code (CSharp):   public SyncListInt UserDeckPositions = new SyncListInt();...

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matchRequest.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();...

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[Fixed] Why two same projects cannot connect with each other sometimes?

I am always getting CRCMismatch on my development setup at home, but I never get any CRCMismatch in my lab computers at school. It's the same project. All of the setups are exactly the same, minus the...

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How to use [SyncVar] on NetworkBehaviour subclasses?

I would like to sync up a class member that contains a reference to another game object of the same NetworkBehaviour subclass. Usually, it's for keeping track of where the enemy is, and I want to keep...

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How to sync a class member of a list of GameObjects across to the same unit...

This is a code that has all the unnecessary details cut away. Code (CSharp): public class GameUnit : NetworkBehaviour {   //This list keeps track of all enemies within the line of sight boundary....

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is it possible to SyncList Objects instead of SyncListStruct?

Is this possible? It would help in my case. Thanks

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ServerChangeScene dont switch scene on clients.

Hi there, I'm trying to tell my clients to switch scene from the server using the ServerChangeScene command. When I call the function, the server switch the scene correctly but nothing happens on...

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Command pattern in Unet

I currently have a game where I use the command pattern. So every action the player can do is encapsulated as an object, all implement the Command interface. I now want to send each command over the...

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Asynchronous multiplayer

Hi devs! Did some searching through the web, could'nt find anything about async multiplayer support with UNET. In the multiplayer overview I could only find the realtime transport layer and checked the...

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