PHOTON weapon pickup only showing up in one game
I am making a small 2D online shooter with gun pickups. But when a player picks up a gun it is only visible on his screen I have a photon view component on the gun and the transform is set in the...
View ArticleImplement method Start of a NetworkLobbyManager object
Hello, I have used NetworkLobbyManager with a network lobby manager object that customized and in the custom script i have implemented method Start(), when I change to main game scene, my player object...
View ArticleEntitas, daogames: We made a multiplayer addition to Match-One
Hey everyone, In case anyone is using the awesome Entitas Framework from Wooga, we made a fun addition to their sample case Match-One: Multiplayer. Although of little real-world usage, you can now spin...
View ArticleOculus 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 ArticlePlayer check from non-player object using UNET?
Hi, I'm having trouble with this particular concept. I know that I cannot call a Command from a non-player object. I have a player which is able to launch a grenade. The grenade pops out, and a few...
View ArticleNetworkAnimator NullReferenceException
Hi all! Whenever i cause a state transition in the animator, for example by setting a boolean, I get a NullReferenceException on my Server. NullReferenceException: Object reference not set to an...
View ArticleIncrease Bandwidth Restriction
TL;DR version: Is there some configuration I have to make regarding network bandwidth restriction or is my method for sending files not good and I have to make changes there ? Hello, I had to migrate a...
View ArticleWhat is the intended design for NetworkIdentity's?
Hey guys and girls, I'm having a hard time figuring out how I should think of NetworkIdentity's. Everywhere I look (code examples, project examples), I see one single NetworkIdentity on an object. A...
View ArticleCommand, ClientRpc or... need help
Hi, Iam new to the networking and unet. What Iam trying to achieve is this. Spawn the cube with rigidbody2d and allow players to push/shoot it by .AddForce(). Problem is that just the host can shoot...
View ArticleUnet Timeouts
Hello, I've remake may whole netcode with the new Unet API. But now there is a problem, The game disappers form the matchmaking list and connected clients will also disconnected because of a Timeout,...
View ArticleSwitching between several player objects
I am having a bit of a problem with player objects. Am I right in thining that there can only be one player object (PO) per player? If so, I have trouble understanding how to set a player's PO. There...
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 ArticleHow to show different models on different clients? (Normal/Low poly/Lower poly)
For example my world is made up of cubes. The normal cubes have rounded edges and look nice. But I also have 2 lower poly variants of the cube, the lowest is really a straight edge cube, basically a...
View ArticleFailed to find message handler for message ID 4
Okay, so I am working on slightly different spawning system - using Non-NetworkManager to spawn player objects. Been pulling my hair out for few hours now cause NetworkServer.AddPlayerForConnection and...
View ArticleNetwork.isServer
I need an equivalent to Network.isServer using Unity's new multiplayer way of doing things (since the old one is going to be obsolete in the near future). Right now, Network.isServer always yields...
View ArticleSynchronizing Rigidbody
Hi all, I'm using a modified version of the sample assets 3rd person controller for a game I'm working on and trying to get that networked properly. I have a Network Transform component which...
View ArticleCalling all Bolt, Photon, and UNET users!!
As many of you may know Forge Networking is a fast growing multiplayer system offered on the Asset Store and through the Forge Networking portal. You may know us from our fanatical support of this...
View ArticleUnet Android
Hello, I made a game with unet and on the unity editor on windows it all works fine ( I can make local and online servers/clients). Now I want to push my game to an android device, but ther you only...
View ArticleInstantiate object over network that doesn't appear on the player that...
A normal instantiate on a Photon network will create an object only in they client machine not on the network i want to achieve opposite of that, the object appear on all system except the player that...
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...
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