Oculus and Unet not working and creating multiple matches.
I have been having a really big issue with UNet, if I have oculus enabled my Instance Id == 0, but if I have VR disabled I do not get this error. I can not join matches while in VR and that is the main...
View ArticleHLAPI CRC channel count error local: 4 remote: 6
I have this error when trying to connect to a build made with the same project (local client works). Any ideas what it could be? Code (CSharp): HLAPI CRC channel count error local: 4 remote: 6 Spoiler:...
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 ArticleSpawn Prefab with NetworkBehaviour on Children
When I spawn a prefab that has a NetworkBehaviour, it works great, but none of the NetworkBehaviours on its children are spawned with it. The children exist in the scene on both server and client, but...
View ArticleTrying to send command for non-local player
So the goal here is to have the ability for clients to chat with eachother, but unfortunately only the host can chat and the clients can see the hosts messages but cannot send their own. Here is the...
View ArticleHow is RPC used?
I have never used it, and the documentation at http://docs.unity3d.com/Manual/UNetActions.html doesn't make much sense to me. I have used commands and [SyncVar] to manually change position of my...
View Articleno items spawning on client - Warning: not all old messages was acknowledged
hi when I connect to the server I get sometimes the message on Server "Warning: not all old messages was acknowledged" the client can not connect correctly ins this case it is called on client -->...
View ArticlePlayer-On-Player Physics Collisions In Networked Game
I am currently using the ThirdPersonController for my player objects. Each of these have a Capsule Component for physics collisions. Clients own their respective player objects and supply position...
View ArticleIs Additive Scene Loading possible with UNET?
I have scene layouts that I'd like to load and unload but given that the NetworkManager only has 2 scenes, I'd like to be able to compartmentalize my scenes to save on memory on the client (as well as...
View ArticleCannot see multiplayer matches outside network
I'm having a similar issue to many people here. Currently, I am unable to see multiplayer matches created outside my own network. I have my Cloud Project ID set in my player settings, and with that I...
View ArticleUNet Network Manager Hud Matchmaker AppId fix.
So I figured I'd post this here. For the longest time I was having issues new UNet NetworkMatch sending an Invalid or null appid to the UNet Server. From what I've gathered this is NOT the cloud...
View ArticlePlaying offline with bot(s)
Hello, I am working on a game and using the new networking system. Currently, I'm only focusing on having the game work with real players over a network (i.e multiple instances running that communicate...
View ArticleSyncVar problem
I scripted this script in c#: Code (CSharp): using UnityEngine; using System.Collections; using UnityEngine.UI; using UnityEngine.Networking; public class GetText : NetworkBehaviour { [SyncVar]...
View ArticleHow to spawn multiple prefabs at the same time through Network Manager?
I know that you can spawn a player prefab by giving a prefab in the Inspector shown above. Is it possible to increase the number of prefabs (prefabs that are all different from each other) here, so...
View ArticleUnity Multiplayer Beginner - Where to start.
I am looking to dive into learning multiplayer. It does seem like a daunting task and the more I read through these forums, the docs or google the more I am getting confused. I have created a few...
View ArticleAddForce on rigidbodies not syncing across network.
I have a network identity component along with a network transform component to sync rigidbody 3d attached to a gameobject (in this case a sphere). I have also added the object with the rigidbody to...
View ArticleSyncVar Quantity?
I'm sure I've seen something about this somewhere, but I can't remember where. Is there a limit to how many variables can be [SyncVar]'d in a single script?
View ArticleDeriving from NetworkManager is supposed to be possible, but how?
The documentation claims you can derive from NetworkManager in order to extend it's functionality and to override some of its callbacks, but how can you do it when it has all engine events like...
View ArticleWebClient on Android
Hi, I am working on a project that needs to download many different textures at run time as these textures can change on a daily basis. I was using the WWW class to download these textures but I found...
View ArticleError : Command function CmdactualiserNumberServer called on server
Hi, I have some issue with networking, especially with Remote Procedure Calls, I simply want to call Command function and ClientRpc function but I have strange error. When player connect to the server,...
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