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Online Highscore java.io.EOF Exception

Hello, i have a problem with my highscore upload in my Andoid Game. I have search but i found nothing about it. I think its a special problem. Its an online highscore and i use for it an MySQL-Database...

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Photon's $3,500 "Unlimited Lifetime" Server package

Since Unity has built-in stuff for Exit Game's "Photon" system and vice-versa, I looked at Photon's server and cloud packages today. One in particular puzzled me: one of their server packages says it...

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Timeout disconnect after a few minutes

Hello. I am working on a multiplayer puzzle game. I tested it with a friend ( not living close, but still a good ping ). Yesterday and today we tested the game for a longer period of time and somehow...

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Photon Unity Networking, Hiding a room permanently.

Hi, I am trying to make a 4 player multiplayer board game using Photon Unity Networking. I am using the same code as the photon vikings demo for creating and joining rooms. What I want to do to hide a...

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NetworkDiscovery sample

Attached is a simple project that uses the NetworkDiscovery component that is new in Unity 5.2. The NetworkDiscovery component allows Unity games to find each other on a local network. It can broadcast...

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Issues trying to teleport a NetworkTransform

I have player characters with NetworkTransforms that sync their Rigidbody2Ds. I also have a trigger that changes the scene and calls the following Respawn method on all player characters (the code is...

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Cant get a game client to run. Please help!

I am using a WAMP server as my master server and I start the server window by building and running (which I am not sure if I have to do because my WAMP server is continuously running the background of...

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Reliably transmit 3-dimensional array?

I'm looking for a way to reliably transmit a 3-dimensional array of the size Block[16,256,16] where Block is a base class and other classes inherit from it. I tried using SyncLists, but since they get...

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[LLAPI] Message congestion?

I'm having some difficulty in getting a smooth P2P experience for the game I'm working on. I've got everything working logically, but am not really an expert in the more practical network...

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isLocalPlayer turns false after respawn

Hi, I have a player object being spawned automatically by the NetworkManager and when it get spawned for the first time everything works just fine (isLocalPlayer == true). But when I later destroy the...

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Has anyone successfully grabbed Mac Address in Android before?

My client requests it, but google searches come up with not-so-useful content. Here's what I've tried: Code (CSharp):     string ReturnMacAddress()    {       string macAddr = "";       if...

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Multiplayer Networking Solutions Review: Photon, uLink, DarkRift, Forge, and...

Hello community! I'm a hobbiest game developer who has a passion for competitive multiplayer games. For a high school project, I'm making a multiplayer lockstep BRTS game that loosely follows the...

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NetworkWriter Custom MsgType?

Hey, Just started with implementing a custom NetworkWriter, it starts with passing the message type in the .StartMessage() function. How do you implement a custom msgtype? Since if you use whatever...

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is Unity build in network only LAN?

Hi there. So I'm starting to learn how Unity network is working and there are some things that I don't understand. 1. Is Unity build in network only LAN? if(yes) how come I can find the server I...

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UNet HLAPI C# Source

Now available on BitBucket under MIT/X11 license. https://bitbucket.org/Unity-Technologies/networking

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Warning: wrong connectionId in received user packet

Hello, I am running into weird random issue with Unet client-server during handshake communication. Sequence: 1. server is ready and running 2. client is starting and connecting to server 3a. (very...

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Photon for a bigger game

Hi! If i buy 1,000 CCU on Photon, will I be able to run one big room for 1k players without lags? For example for MMORPG game? (I did a lot using photon, and i want to stay with this networking engine)

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How can I use NAT Traversal with UNET? Only for users that pay?

Hi guys, I just spend a week updating my own network library to build on top of the new UNET. The only problem: how can I allow two users behind a NAT/Firewall/Router to connect to each other? It seems...

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UNet ready for production use?

Hello everyone, we're currently implementing a up-to-4 player coop arcade shooter using UNet. Unfortunately, the progress we make isn't that big because we're currently trying to get the network part...

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UNET display multiple mini game gameplay screens (Asking for help)

Currently Im working on a Mini Mobile Games, Thanks to I'm have able to create a working Multiplayer Mini Game. And now I am trying to allow another PC client that can display/monitor multiple game...

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