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How To Run Own Master Server On a Cloud Computer?

Hi! I am trying to run a master server on my vps.ı am using builded master server and facilator bat files. When ı open them on server pc , everything looks working and ı can get this message on cmd = "...

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Multiple Network Manger Player Prefabs

I would like to have multiple player prefabs with my Network Manager (so that Player 1 is Prefab 1 and Player 2 etc.) How would someone go about trying to do this?

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Which solution is better?

I'm on UNET now but i'm wondering if there is something better? I'm not an advanced user. I need to setup standalone server and then let client connect to it. I think that is pretty easy on UNET now...

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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 "ReadBytes out of Range" and "ReadString too long" Errors

Hello everyone, I sometimes randomly get the following errors on Unity 5.3.1f1: ReadBytes out of Range (happens in generated Code, I did not write the Serialization myself): Code (CSharp):...

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Disabled networked scene objects

I have a networked scene object that is disabled at the beginning. At some point during the game, I activate it. The problem is that in the client, netId is always 0 (sceneId has a correct value), so...

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NetworkIdentity doesn't set active to true when connecting to rehosted server

I have a Game Object with a NetworkIdentity component which exists in the client and the server before any networking has taken place and a custom NetworkManager that I've extended. The Game Object...

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Why does NetworkBehaviour EventDelegate require NetworkReader?

When using an EventDelegate in MonoBehaviour scripts I simply add the public method that I wish to be stored by the delegate. While using EventDelegate in a NetworkBehaviour script, it is forcing me to...

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Are Client Rpcs called at the same time on each Client?

I rarely get sync problems in my Rts im trying to sync the game using the lockstep method.. now im asking myself every Lockstep is executed at the same time called by the server via a ClientRpc. Can sb...

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WebGL UNET Mozilla FireFox issue

Hi! Maybe someone can help me. My projects works nicely when I LAN Host from editor + connect from WebGl from Google Chrome. But I have an error when try do it in Mozilla FireFox(simplest projects...

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The 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...

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Non rigid-body authoritative unet character controller

Hi unity folk! How are you today? We (Brazilian dev team) are developing a first person, server-authoritative movement script using UNET and the Unity's First Person Character Controller (The standart...

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Any example about multiplayer via local wifi or bluetooth ?

My game need send some variable between 2 devices only. Any example about multiplayer via local wifi or bluetooth?

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Unet Dedicated Server Host List

Hello everyone! Sorry for my English I've started learing Unity in May 2015. I have learned a lot of things from tutorials, books etc., but I can't get information about Unity Unet system, what are...

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Unknown message ID 11 connId:1

Hello i have update my Project 5.2.Xf > 5.3.1f and now After join match and connect i have this error Unknown message ID 11 connId:1 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate() there...

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Bug: NetworkManager's OnServerDisconnect function is never called for Host

I attached a simple project with 13 lines of code that shows how NetworkManager:OnServerDisconnect is never called when the host disconnects. This is a problem because often game servers need to save...

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UNET Client Disconnect Error: CRC Mismatch when "cross platform" re-build

Hi. I built a network application that was developped on Unity OSX. there is a server build and a client build. From Unity OSX im able to build the server ( target OSX ) and Clients ( target OSX or...

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OnNetworkDestroy() not called on Scene Objects?

Hey guys, I've discovered that when I exit my online scene OnNetworkDestroy is not getting called on any of my networked scene objects. This is causing a load of problems with null reference exceptions...

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Lobby Player not created

Hello there, I'm trying to create the most basic MatchMaking example using the built-in NetworkLobbyManager. I have success in creating a match and in joining it (I'm testing "In Editor" + "PC build")...

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Bug: Player OnDestroy is never called on Server

I attached a project with 10 lines of code, it's very simple: start it in the Editor select Start Host (spawns a Player) stop the Editor with the Editor stop button (not the ingame NetworkManagerHud...

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