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Feedback needed! New Doc for Getting Started with Unity Multiplayer

Hello all We've been putting together a new doc for getting started with unity multiplayer. We hope this better helps everyone but we want to hear from you if this was indeed helpful. Please check out...

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Unable to Send MessageBase-Derived Classes as Command

Hello, I got really stumped for a while about why my network code wasn't working. When running as a host, everything seemed fine, then all of the sudden over the real network it would break. Turns out...

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Collisions on server with local player authority

Hey fellow devs, I was wondering if there's a way to detect collisions on the server on objects that are spawned with client authority. In other words, the object's movement is handled on the client...

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I need a tutorial to get started in multiplayer networking.

Hello I would like a tutorial on how to get started in unity multiplayer game networking because I know nothing about networking.

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UNET matchmaker can modify attributes of match after creation?

Hi. On unity legacy networking, MasterServer.RegisterHost() function can overwrite comment attribute after registration. Using this, we can manage statuses of hosts such as "matchmaking", "playing", or...

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Send end receive UDP in unity3d

I want to send a package from my computer to the unity app installed on my smartphone. I refer from this tutorial http://forum.unity3d.com/threads/simple-udp-implementation-send-read-via-mono-c.15900/...

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Unity crashing when writing 'gameObject.transform.localScale' but...

Hey, so I've recently been working on 2 separate UNET LLAPI projects in Unity, one a dedicated server and the other a client. Surprisingly everything works extremely well, and I haven't ran into any...

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Synchronized game start with UNET

Hi, in legacy network there was a Network.time property. I used this property for e.g. synchronized game starts or for calculating delays between sending an rpc and receiving it. Is there any similarly...

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Camera on Spawn

Hello, I know that cameras are a common problem, but mine is just strange. Everything was working until I introduced jumping into the game. Every time a player spawns for which !isLocalPlayer then it...

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Bug: SyncListFloat Crashes NetworkAnimator

The Bug: During scene loading on the localClient (not the host) a GameObject will bug out with the error below *if* there is an additional NetworkBehaviour script attached to the same GameObject that...

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Photon, want other player to see an object - which is NOT a prefab

I always try to post at least a little bit of code to specify my problem, but this is a general question that worries me a bit. To sum it up - educational VR game, players can join rooms and can see...

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Camera on Spawn [Solved]

Hello, I know that cameras are a common problem, but mine is just strange. Everything was working until I introduced jumping into the game. Every time a player spawns for which !isLocalPlayer then it...

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Cancelling an attempted connection

While attempting to connect to a server, I allow my client to cancel the connection attempt (incase there is no response for some reason). At the moment I am using NetworkManager.StopClient() to cancel...

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Photon Unity Networking

Photon Unity Networking Get it. No server setup needed - runs in the Photon Cloud. No obligation due to free plan. Download from the Asset Store: http://u3d.as/2ey Overview This package implements...

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Can I crate multiples matchs or multiples rooms conection in UNET?

Hi, guys, I have a question, I'm trying to create a server that can create multiples rooms( more than 1 room) at the same time, in the same scene, and maintain the room online, is that possible using...

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Simple SyncVar test, not updating when running as client

Hi folks, I'm trying to get to grips with the new Unity networking system, but I've stumbled at almost the very first hurdle, namely SyncVar synchronization. I've put the following script onto a cube...

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SyncVar with client authority

I'd like to use SyncVar attribute along with Local Player Authority to keep code simple and easily extendible. I'd like just to add Code (CSharp): [SyncVar] bool jump; in my PlayerController class to...

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Unet server-authoritative movement with client-side prediction and...

Hello everyone, So I've tried several times to find some information or examples on this topic but with no luck. Found some legacy implementation but it looks like that there is no open...

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Networked object pool example for UNet HLAPI

Attached is an example of networked object pool for UNet. It uses custom spawn handler functions and has object pools on the host and clients. Instances of the specified "Prefab" object are created at...

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Help with choosing the right server company for a virtual prehistoric world

Hi all, I'm in the midst of creating a virtual prehistoric world for kids, and now I'm looking for a company that can take care of hosting my virtual world while I take care of the creative side or if...

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