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Multiple Player Objects & Animation Synchronization

I have a player prefab I call it my "Commander". It has an Animator, Network Identity (Local Player Authority checked), Network Animator, and Network Transform. This is set in the Network Manager as...

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Network Discovery, How to use without a Network Manager

Hi, Trying to use network discovery without a network manager and I'm running into a few issues. What do I need to intitialize on the server and client end before I start discovery? I seem to run into...

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AppWarp not working!?!

I have imported the AppWarpUnity.dll file to my project. I have got this script with AppWarp and it gives me an error saying : The name `WarpClient' does not exist in the current context. The script...

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MatchMaker MatchAttributes not passed to matchList

Can anyone confirm if there is a bug that causes the dictionary of MatchAttributes supplied to MatchMaker.CreateMatch() to not be passed to the matchList in the OnMatchList() callback? I've checked my...

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Animator.SetTrigger/NetworkAnimator.SetTrigger Bug?

I'm a bit confused about the functionality and purpose between the Animator component and the NetworkAnimator. From my understanding since the debut of 5.0, the NetworkAnimator was simply responsible...

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mysql connection

I am looking to create a 3rd person moba like Smite. For the networking I would be using either unity networking or photon but would consider others if a better option exists. I want the players...

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SyncList.SyncListChanged API change in 5.2p1?

The delegate argument itemIndex now seems to be itemCount, but this is undocumented in 5.2p1. Is this an error? In the docs that come with 5.2p1 and earlier versions for...

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[Photon]The observed monobehaviour (XXX) of this PhotonView does not...

so no idea why im getting this error sorry for the bold just trying to split code and reg typing Code (CSharp): The observed monobehaviour (FredPS(Clone)) of this PhotonView does not implement...

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Problems with [SyncEvent] in Unity 5.3

I tried updating to Unity 5.3 this week and I all the sync events in my code stopped working. I think it must be a bug with unity because I created a sample project to test the the sync events and...

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NetworkServer.SendToAll, host gets the message twice

Hi, I upgraded from 5.2.2 to 5.3.1 and now the SendToAll calls from my host(host + client) results in two calls being made to the to the host for each call. I have not touched the code after upgrade...

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UNET and WebGL: ERR_CONNECTION_REFUSED

I have a project which works fine as a standalone application (client connects to server without issues). When I build it for WebGL, deploy and run it, I get the following error when I try to connect...

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Error on re-joining a match with NetworkLobbyManager

Hi, I am using the standard NetworkLobbyManager, and I am getting this error: ArgumentException: An element with the same key already exists in the dictionary....

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matchmaker re-connection to a game and token dictionary

Hello, I just tried to use the matchmaker as described here: http://docs.unity3d.com/Manual/UNetMatchMaker.html But I had a problem when disconnecting from a party with: Code (CSharp):...

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(Ignore this thread, duplicate and dont know how to delete)

I am trying to create a game(first person view) and am using an animator to give the player a walk animation and throw animation, at the moment it all works clientside but other players connected by...

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Photon Question: How to do do kill and respawn?

Hi, I want to implement killing a player (by disabling it) and respawning him after a set amount of time. I know I should use RPCs to do so because this needs to happen on every client but don't know...

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Unity 5.3.1 networking (UNET) completely broken on iOS

Hi, I recently updated to Unity 5.3.1 and ran my mobile game on my iPhone 6 plus. When I tried to create or join a match, the app crashed after half a second, before even loading the map. This doesn't...

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How can i sync changes to a objects parent?

Basically I instantiate a text object that represents a players name when they join the lobby. Then i calculate how many players are on each team and set the local players team based on this. < This...

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NetworkTransport.Send Error: val > 0 on disconnect

This one has me stumped. I'm using the UNET LLAPI with Unity's Match Making service. During gameplay, if one user does a dirty disconnect this is what happens: 1) In console, first I get this with no...

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NetID changes to 0 to all objects in the scene in the middle of the game.

Is there any reason for it to happen? I use this ID to identify objects.

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Anybody doing big projects with new Unity Network? Feedback would be appreciated

Hi, I'm starting a big project and I'm evaluating the possibility of using the new Unity Network. Is there anybody here actually developing a "complex game" with it? Any feedback, pitfalls, caveats,...

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