Streaming/Sending audio files with UNET
Hi guys. I have a small app where one user can talk to the other. It's pretty much a walkie-talkie but one sided(Meaning only one can speak and the other can hear). I have integrated UNET with this...
View ArticleBitbucket Bug: InternalAddPlayer playerControllerId higher than expected: 0
I attached a simple project without any code. It just uses the NetworkManager(with log level: debug) and the NetworkManager Hud. If you select "Start Host" then it shows a warning:...
View ArticleHow connect to server in WebGL
Hi guys! I looked at several projects(created by Unity Tech), but I still did not understand how to connect some Match in WebGL. My steps: 1. useWebSockets = true 2. build for WebGL 3. Run in editor...
View ArticleStreaming assets from network
I'd like to stream assets from network, ideally streaming assets developed by different developers, kinda similar to what second life does. Is there a library or asset that can facilitate this?
View ArticleA small design flaw in uNet which is easy to fix
In uNet when objects are spawned and OnStartClient is called you can not know if you are proxy or owner of the object on client. For owner client OnStartLocalClient is called but if I want to execute...
View ArticleRigidbody/LAN latency
I'm developing an arcade-style racing game where I use only rigidbody physics to move the cars, mainly using rigidbody.velocity for forward motion, rigidbody.MoveRotation() for steering and...
View ArticleWhy non-player objects that have client authority must have local player...
Hi ! I'm making a multi-player game at the moment, and I'm having trouble to make the setup I want: When the player connects, the server correctly creates a "Player" object. Then, if the player wants...
View ArticleDisconnectEvent error=6
Hi, I am using HLAPI and testing some interpolation technique in a NetworkBehaviour. I have a host (NetworkClient+NetworkServer) that spawns a prefab on another client when it connects and it sends...
View ArticleBug: 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...
View ArticleUNet Bugs still exist
I have been trying to make an RTS of mine multiplayer for some time. Problem #1: You cannot sync correctly with unity's multiplayer syncing when it comes to spawning units. This is due to order of...
View ArticleHow do I detect on the client that I was disconnected?
Somehow I can't find how am I supposed to detect in the client when I'm disconnected (either explicitly, or because the server just crashed). Neither of the following functions ever gets called: •...
View ArticleAnimator.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...
View ArticleAd-hoc/Local multiplayer
Hello, I'm currently working on a small game that is basically players throwing weapons at each other. I would like to be able to get local multiplayer working on the Vita. I know it has ad-hoc, which...
View ArticleBlackJack sample
Attached is a sample project that is a multiplayer black jack card game written using the UNet HLAPI. It uses the Unity UI system, but the user interface is very primitive. It is missing some features,...
View ArticleWebGL and mobile cross platform uNet server
Hi We are developing a game for both WebGL and Android and IOS, How can I setup a server which can listen to both normal UDP transport and WebSockets at the same time so mobile and WebGL players can...
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 ArticleSpawn Different Player Prefabs?
Hey guys! I'm using the new UNET Unity networking, I have placed my "Player" prefab into the network manager however, I want the user (Before they connect/or during) to have the option of which prefab...
View ArticleSecure Connection
Is a RPC call communication secure? i want to send secure information.
View ArticleConnection parameters
Can i use parameters on connection? i use startclient on client and OnServerConnect on server. i want to pass a security token on connection and decide to kill connection.
View ArticleUNET crash: NetworkTransport crashes the game on connect/disconnect
We have a multiplayer game with client/server architecture, using only NetworkTransport (no HLAPI). Basically, there is a special MonoBehaviour that performs Receive and Send in FixedUpdate both on...
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