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Android Local Multiplayer. Please Help!

Yo! I want make an android WiFi - local multiplayer game. Something like in Minecraft PE. I dont know how start, although I know UNET. Can I use UNET for this? If not please recommend a solution and if...

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linking unity servers, possible?

Is there a way I can link my unity servers up with strangers? Have 'portals' people can walk /click through to travel to someone else's server? What would be cool is if you could queue up a portal so...

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Login system for online multiplayer game

I'm trying to build a simple multi player login system for unity (stand alone build), and I need your help/ideas if this will work or there's an error somewhere, I haven't coded it yet, just made a...

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NetworkLobbyManager ServerReturnToLobby() isn't working?

Hi Guys, I've pretty much followed the code from the tanks tutorial and transitioning to my game scene works well, every other aspect of my game so far e.g. ui, syncing vars, movemnet etc works and...

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NetworkManager.Singleton = null on exe build

Hy everybody I'm making a multiplayer game with the standard NetworkManager. When I launch the game within unity Editor, everything works fine. However, when I build& Run I have this message: View...

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A small question about [ClientRpc]...

Hi, I 'm trying to do tests to understand the flow of calls between server<->clients of Unity Networking. At first I thought the methods [ClientRpc] called from server, are executed in all...

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Server doesn't spawn my prefab (UNET)

Hi guys, I created my own NetworkManager for my mmo(rpg/fps) and i got a problem. I created a script for a cube (3D Object): Code (CSharp): using UnityEngine; using UnityEngine.Networking;   public...

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When player lose game,other players lose game too.Help Please.(Photon Network)

I coded when player loses the game ,I send Game Over UI .It sends ,but it send this Game Over UI to all players.And I did not make synchronization for this game over section.But It is like...

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HLAPI CRC channel count error local

Hello. I've started learning Unity Networking recently and everything was pretty fine until I loaded my project today. Whenever I connect as a client to any server I'm getting these errors: HLAPI CRC...

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Request: NetworkServer.SendToClient method overload with Qos Channel parameter

I occasionally want to send larger messages to connected clients, which requires me to send those messages on a different channel (set to reliable fragmented) however I can't find a method or overload...

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FindGameObjectsWithTag not working consistently?

Code (CSharp): using UnityEngine; using System.Collections; using UnityEngine.Networking; using System.Collections.Generic; using UnityEngine.UI; using System; public class TheNetManager :...

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[Solved] Problem syncing variables

I am making a simple game of tag in unity. When a player who is 'it' touches a player who is 'not it', the player who is 'not it' becomes 'it', and the player who was 'it' becomes immune for a small...

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Know which player acts in multiplayer Unity

Hello I am developing a 2 player game using Unity Networking (players are on different pc) Player 1 is both host and local player Player 2 is just a client What I am trying to achieve is When P1 hits...

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Issue: Optimization Unity HLAP response speed

Here's background of my work: 1. Use Unity HLAP's message system to transfer custom messages between client and server. 2. Server and Client has no network issue (RTT <= 3ms) . Actually they're in...

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Photon Unity Network Turnbased?

This page does not help in the least bit http://doc.photonengine.com/en/turnbased/current/getting-started/turnbased-intro Is there anything else anywhere? I would be willing to pay for a working...

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Creating a match through UNET Match maker on WSA causes AccessViolationException

To recreate, you can either create your own project (steps below) or clone this gitrepo: https://bitbucket.org/janne_rasanen/matchmakerwsa/src Steps to recreate in Unity: 1. Create empty gameobject,...

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NetworkTransport.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...

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Complex object with NetworkBehaviour (object with children having their own...

Hello, I was wondering how to correctly (if a correct way already exists ;-p) implement a NetworkIdentity game object that would have children game object having their "own" logic. By example, a ship...

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How do I reconnect a player and have them control the same game object again.

I was wondering if there was an identifier for a player which I can use to reconnect them and attach them to the same GameObject again. I was thinking of doing something like this by subclassing the...

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I just bought Photon Plus and I get this?

You seem to use pun+. Pun+ only uses reliable UDP so the protocol is locked. Should I be worried?

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