Still can't send command from non-player objects.
Goal: I click a button on my screen, it reduces my gold and spawn a soldier of mine Achieved: After experiments, I've managed to send command from my player. The process is: 1.player register itself to...
View ArticleSyncListStruct - inner class synced only to host
I have a board that is managed by the server I couldn't make SyncList<T> work so i started working with SyncListStruct as it seems better performance wise. I have these classes - Code (CSharp):...
View ArticleChoosing a Tag in the main scene and having each client retaining his own for...
Hello guys, I have an issue with this: my player prefab generates some instanced objects that should be tagged with a distinctive tag, stating that those objects belong to that player. I choose this...
View ArticleSubstituting the NetworkManager component
Hello, Our team has been working on a multiplayer game since Unity 4. We've been using the built-in Unity networking and we already have a class that handles Initializing/Connecting to servers, sending...
View ArticleDatabase for MMO?
What is the best database to use for an mmo? Is XML acceptable? I see a lot of people suggest SQL, but im quite new to SQL.. Just wondering if SQL is significantly better and worth learning in depth....
View ArticleProblem when spawn player in client
Hi all, First, sorry for my english so....i'll try to explain my problem I've got a game with 2 players, 1 player(host) it the host and can see himself and the client. In the client screen cant see...
View ArticleNeed help with my multiplayer card game.
Hi, I'm creating a multiplayer card game, I've done all the systems and I just need to do the multiplayer one. I'll explain a bit hoy the game works.. There are 4 players (2 players per team) and the...
View ArticleHow to use match making with custom UI
Hello Everybody, I am making a multiplayer shooter for android. Should i use Unity's Matchmaker? And if i do how do i use it when i want to use costum UI. I tried to make it work but i got stuck when i...
View ArticleProblem with tutorial
good night, I made this entire tutorial, set up in a part of the game, appears the button to connect, but when will connect to the online service to the following problem: "FAILURE, returned from...
View ArticleOther player is constantly flashing?
Other player's movement appears quite choppy on my player's screen for some reason, can anyone please explain why? Thanks using UnityEngine; using System.Collections; public class SmoothSyncMovement :...
View ArticleIntroducing PlayFab, a complete backend-as-service for Unity
Hello everyone, We're excited to officially introduce PlayFab to this forum for the first time. Our goal is to provide a complete one-stop-shop backend for games, including both the services you need...
View ArticleServer clarification
This question stems from my lack of 'grasp' on unitys networking system (5.1+). From my understanding ,as it pertains to MMOs, important code needs to be executed on the server side and then sent to...
View ArticlePersistent Lobby separate from game servers
Hi, I would like a lobby that is always running that new players can join to get matched up before they start a game. Is it possible with the current HLAPI? The examples I have seen so far would...
View ArticleUnity master server and MatchMaking
Hello everyone, We have some basic questions that really need answers We are trying to make a multiplayer game based on p2p and matchmaking. But so far we have to work with Unity Master Server. We have...
View ArticlePhoton Network - Synchronizing a queue over the server into a photon room
I have developed a matchmaking system (similar to league of legends) using Unity 3D and PUN (Photon Unity Networking). So far what I have is after the user connects to the server, and joins the lobby,...
View ArticleSyncVar hook not called when client joins game
From the manual: "When an object is spawned, or a new player joins a game in progress, they are sent the latest state of all SyncVars on networked objects that are visible to them. "...
View ArticleOnStartServer does not get invoked
Hi, I'd like to set up a simple multiplayer environment. At server start several prefabs need to be instantiated and spawned which is why i created a game object, attached a network identity and put a...
View ArticleSync Scale over Unet?
How would I go about doing this? Doesn't seem to be an option which I find a bit odd?
View ArticleNetworkTransport: Use existing UDP socket?
To get around the current limitations in Unet's high level networking, I'm looking at using a STUN/ICE library to do NAT penetration between two participants, then I'd like to use the socket I get from...
View ArticleFailed to connect to master server at - Help Pls
using UnityEngine; using UnityEngine.Networking; //using System.Net.Sockets; using System.Net; using System.Collections; using System.IO; public class serverNetwork : MonoBehaviour { public string...
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