Should I try to intergrate multiplayer from the start when making a...
I'm trying to make my first multiplayer game. Should I make a working single player game first the convert it to multiplayer or just go straight for multiplayer
View ArticleHost change
Hi, Let's say "Player1" creates an internet match by Network Manager HUD -> Enable Matchmaker -> Create internet match. "Player2" join that game. "Player1" leaves and "Player2" get kicked. How...
View ArticleRelay Server Bandwidth Explanation
We've received a lot of questions regarding exactly how Relay server tracks bandwidth used per game, and in today's server update we've rewritten that logic to be as fair as possible to help address...
View ArticleHelp - PhotonView
I already did the server and connection ... but in room, players not see each other... I already put PhotonView too .
View ArticleSyncvar Hook - How to update a new client?
I'm still trying to understand server/client interaction. The documentation often leaves me with more questions than answers. This is a 2d top down game where the client players are just pannable...
View ArticleNeed help with setting up Local WebServer iOS.
Hey there, I am currently trying to use the OpenSource Library GCDWebServer for iOS. This usually works like a charm for most iOS projects. However for some reason when used in conjunction with Unity...
View ArticleSimple NetworkAnimator problem, using default TPC and Ethan
Hi I am using the default Third Person Controller from the Default Assets, with Ethan (also from the Default Assets). I added a NetworkManager, a NetworkIdentity in the Ethan prefab, and a script to...
View ArticleLoading UMA string data from server using UNET.
I seem to still not fully understand UNET. I am trying to load UMA string data from the server and send it out to the clients to load up. I have saving the file to the server working, and loading the...
View ArticleScripts with isLocalPlayer as child game object always return false
Hi, I'm testing the new networking and have some problems. I have a movement script that checks for "isLocalPlayer". If I attache this script on the root game object it works fine, but if I attache it...
View ArticleNew Photon Unity Networking Tutorial Series
Hello everyone, I am very proud to announce a project I’ve been working on over the last month: A tutorial series on how to create a high speed multiplayer game with the Photon Networking engine. The...
View ArticleNetworkDiscovery error - UNet Client Disconnect Error: Timeout UnityEngine
I am working on the simple NetworkDiscovery broadcast example. I haven't made any changes in network manager. ( http://forum.unity3d.com/threads/networkdiscovery-sample.354928/) When I initialize the...
View ArticleTurn-Based Multiplayer Tutorials?
Hello, I'm fairly new to Unity and C# so bear with me. I'm looking for a very good tutorial to teach me how to code a turn-based multiplayer game. I've done a fair amount of research on how to do this,...
View ArticleDoes Unet work with Javascript?
Hey there good people! I'm not the most code-savvy guy around these parts so pardon me if my question sounds stupid but: does Unet work with javascript/unityscript? I knew how to use the old network...
View ArticleIs it possible to see on going games and player list without UNET service ?
Hi, I wonder if there is a way to see the ongoing games and player list from a lobby in anyway without using Unet services. Lets say i host my games on a dedicated server with ip 21.21.12.12. A player...
View ArticleThe Lockstep Framework
Here's a demonstration of a multiplayer framework targeted at RTS games I've been working on: DPhysics will be released as a standalone asset but will also be included in the Lockstep Framework, which...
View ArticleOnLobbyServerCreateGamePlayer prefab only applying to server object
EDIT: I found the problem, it was my fault. Turns out that while I assumed identical objects dynamically created on the client and the server would identify the same, they don't. They end up with...
View ArticleUnet : Player prefab destruction
In the Unet system how can the destruction of a player be handled. If the "player" is the host, destroying him ends the game. Would you just disable "dead" players? If "dead" players are disabled when...
View ArticleLocal multiplayer on mobile devices.Photon Networking!
Hey, So I have made a multiplayer game with photon for PC. Now I originally thought this for mobile devices but I cant seem to find any tutorials online on Photon Networking for Mobile(Android / iOS)....
View ArticleInvoke Repeating (continuous shooting)
if I want the player to shoot continuously, by using invoke repeating, I get the error NetworkServer is not active. Cannot spawn objects without an active server....
View ArticleNetworkManagerHUD
can we see the functions it does? It's a DLL, and is too small to see / use on retina phones. I'd like to learn what it does so I can make a bigger version. I would just fudge it with the keyboard...
View Article