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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...

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SyncListStruct - 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):...

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Choosing 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...

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Substituting 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...

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Database 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....

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Problem 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...

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Need 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...

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How 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...

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Problem 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...

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Other 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 :...

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Introducing 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...

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Server 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...

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Persistent 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...

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Unity 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...

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Photon 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,...

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SyncVar 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. "...

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OnStartServer 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...

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Sync Scale over Unet?

How would I go about doing this? Doesn't seem to be an option which I find a bit odd?

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NetworkTransport: 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...

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Failed 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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