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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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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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Having trouble getting everything to talk to each other just right. 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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NetworkBehaviour in External DLL

Hello together, I develop my Game with Visual Studio and compile it to an DLL, to place it in my Unity Plugin Folder and use it in Unity. My game is a multiplayer game so I have to use, since Unity...

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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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NetworkClient.RegisterHandler not working

I'm trying to handle the networking errors, but RegisterHandler apparently is just being ignored. I.e. I call it, and it is exactly as if I didn't: I still get the default error handling. This is my...

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How to split the client and the server ?

Hi guys, I'm trying to split my game project into two executables : client/server (dedicated) and i wanted to know if someone has already done that ? My problem is: i crate a game empty called "Network...

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Modify the playerPrefab before OnServerAddPlayer

Hi guys, I'm trying to create a Login Manager for my game. I have 2 scripts : LoginManager.cs and CustomNetworkManager.cs (with a public GameObject playerGameObject). From my LoginManager, I want to...

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SyncList channel

Can SyncLists only be used on channel 0? If so why?

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UNET - Get player ID number?

Hey, I've been pulling my hair out for at least 7 hours trying to get this working. I'm losing my mind I have 4 players (Red, Green, Blue, Cobalt). Each has a network identity and network transform...

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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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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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In-Lobby Issues

Okay well first off, I've been doing a bit of work on making a lobby with an ID script, but then I realised that Unity already created a demo lobby. I tried that out and can't change the online scene,...

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Send a data value on Photon

Hello, I'm using PhotonNetwork but I'm starting on the plugin, I done a simple scene, when players join on a room and enter on the scene, he can click on an box, and a variable int will count how much...

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Access Objects on Other Networks

I've been trying to add the option to let the players of my two-player online game change skins, but the change is only visible to the player who did the change. So my solution to this is to make the...

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Forge Cloud (Forge Networking)

We wanted to make a whole new post for this as it is a new offering by us (the Forge Networking guys). Forge Cloud Hosting Beta NO CCU COSTS, NO CCU LIMITATIONS We promised and now we are delivering...

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Unity Master Server question

Hello everyone, I'm developing an android multi-player game (authoritative server) using unity networking. It works fine when i tested it but the only problem i'm facing it's the increased lag when...

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NetworkDiscovery.broadcastData can not change?

Hi, I'm making a matchMaker for wlan use. Something like the server tells the current player counts, the game name etc. Then I found NetworkDiscovery, and broadcastData can used to do so. My problem is...

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How to make players able to interact with an object in UNet in Unity 5.2

Hello! I've done quite a lot of programming but I'm relatively new to Unity and UNet especially. I hope you can help me out here. I have a simple multiplayer game where players (Local player authority...

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My variable is jutst owned by room owner on Photon Engine

I done a script that when the player click on a cube, it counts i++ for that, My idea is that it count how much clicks each players done. But when I click on the scene it just i++ the owner of the room...

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