[LLAPI] 5.2.2f1 - console says: val >= 0 after client disconnect, when using...
Hi, I'm currently trying out the LLAPI and it is just like I expected, and very useful to me, great work so far. But for any reason I get a "Debug. LogError" message, when i use a channel as...
View ArticleCustom master server, linux headless build
Hey! So I am new to networking and decided to use new UNET system but I am having difficulties establishing connection. So here's what I did: I have separate headless linux build as my dedicated...
View ArticleNetworkProximityChecker not working correctly on Client
I've tried using the NetworkProximityChecker class in my project and it works fine on the host. However, on the client side the objects get destroyed instantly and nothing else happens. As I was trying...
View ArticleWhat are uNet's advantages over Photon/Forge/others?
Hi, Lack of documentation and proper examples is driving me nuts. I know network code is hard but I don't believe it should be this hard. I'm trying to add real time multiplayer to my game and every...
View ArticleHaving trouble connecting with ip address (UNET)
I am working on making a multiplayer game for android, but I can't get my phone to connect to the host running in the editor. I want to use direct connect because I know Unity's service won't be free...
View ArticleStep by step guide for setting up Unity multiplayer?
Hello, While I am a good programmer in c# and have been "playing" with Unity for a while (and got an iPhone game out!) I have no knowledge for setting up (deploy) a multiplayer environment using Unity....
View ArticleNetworkManagerHUD source
The NetworkManagerHUD is a good example of how to use the match maker system, including callbacks, and how to drive the NetworkManger from a UI. The NetworkManagerHUD doesnt use any internal...
View ArticleUnet message going to wrong instance
Hi, still having fun with Unet.. Sending a message doesn't seem to guarantee any particular target instance? I would have though if you send a message from an instance it will be received by the same...
View ArticleOptimization question: Game easily break if too many things apear.
Here's my working game prototype. You need two tabs of the game running, both with MatchMaker enabled. One creates an internet match, the other joins. The moment both games join, box select one of the...
View ArticleOnMatchJoined not virtual?
I'm writing an extension to NetworkManager to help handle/create an automatic matchmaking drop-in/drop-out sorta game setup, but I notice OnMatchJoined isn't virtual so I can't override it - yet every...
View ArticleNetworkTransport.GetCurrentOutgoingMessageAmount();
Hey, i wanted to use "NetworkTransport.GetCurrentOutgoingMessageAmount();" to find out how many messages are pending to send, to skip not so important messages in some cases, to make sure that i have...
View ArticleNetworkConnection.Disconnect() Crash on WebGL
Hi, I have problem with player disconnect on server: public override void OnServerReady (NetworkConnection conn) { base.OnServerReady (conn); conn.Disconnect (); // Crash } This is unity bug\not...
View ArticleNeed help in coverting Republique based asset game to use Networking
I am new to Unity and I am trying to convert the republique game to use networking. I am following http://docs.unity3d.com/Manual/UNetConverting.html to convert. At step where we create a prefab I see...
View ArticleIndexOutOfRangeException: NetworkReader:ReadByte out of range Problem
Hi all, I'm working an collaborative VR application. I have a host and some distante client. I modified the network manager to have three player game object (head, hand and a ray). Since 2 days, my...
View Article'UNetWeaver error' + 'Failure generating network code'
After upgrading to Unity 5.2.2 from 5.0.1, two errors have appeared in the console. They are as follows: UNetWeaver error: Exception :Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly:...
View ArticleIdeal Infrastructure for RPG Multiplayer Game with persistent Player Data and...
Hey everyone, I am working on a multiplayer coop FPS action RPG game (PvE only) featuring player level increases, random item drops and persistent player data storage. I seek for help and advice in...
View ArticleOnServerSceneChanged() not being called
I'm working on a networked project and I'm having an issue where I call ServerChangeScene() but OnServerSceneChanged() is not being called in response. Everything else, seems to be working perfectly- I...
View ArticleMicrophone Network Test
Morning all, I've been playing around with the new Microphone class is Unity 3.5 and managed to get it working in 3D over a network connection. If the player prefab is local then it starts receiving...
View ArticleForge Networking Free Announcement
Forge Networking Free is now LIVE on the website! Go to http://developers.forgepowered.com/ to get started To download Forge Networking Free, you are going to have to register your account if you...
View ArticleHow to set individual playerPrefab form client in the NetworkManger?
Hello, i am trying to set the playerPrefab from a client before the NetworkManager is spawning it. In this way the client has the possibility to change the playerPrefab before he is joining the game....
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