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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
With the news, Still don't know if Unity only plan to provide just a LLAPI or LLAPI + HLAPI.
Don't know if providing my own HLAPI is necessary -,-
It was so cool to provide this !
Not like Photon, using a tiers server, but just your clients !
We absolutly need this, if not it will be a big...
With my HLAPI you can do a dedicated server without the same set of code.
You can build a...
I confirm, nope it will not charge network.
But care because if you update 1 var in a script that contain 2-8 vars, it send an extra byte.
And you send some byte of verification for each message ?
It's a lot of responsability done to every developpers of HLAPI =/ (and so now every...
So, someone can hack the connection and can impersonate (?) everyone else ?
I think this things have to be done in the LLAPI =/
Yes, I had this question too.
How much is protected the connection between client-server ?
Can we pass password without implementing encryption ?...
var eventPosition = Display.RelativeMouseAt(eventData.position);
if (eventPosition != Vector3.zero)
Maybe it's a bear, and was sleeping during 2 years and came back to finish his mage spell.
(just a joke, don't beat me :'( )
I confirm, in a project I sync camera with syncing object in the world. Less bandwith usage, easiest to sync.
Just sync camera position and your...
Since 2015 the first time community asked them.
It's not like computer science and computer project are for most of company 2-3 months project haha.
Yes client are disconnected by timeout because there is another issue where the HLAPI which just remove the host (and so no message can be sent...
lastMessageTime is just here for "client" message, not for the LLAPI message like connection.
For the moment there is no real solution to this...
You made my day bro :')
https://forum.unity.com/threads/unet-hlapi-ext.508607/ have most of features you need.
Actually no tutorial because I...
It's just the last time a connection received a message.
No you can't, and yes it would be a nice feature =/
You now have the syncvar fonctionality :
-Implement both IDirtable and ISerializable interface
-Add a [NetworkedVariable]...
The client connection Id from the Connect function is only local.
The server connection id is provided with a connect event :
it's the byte limit, so 256 differents values.
Don't know why you get 252.
It's not a bug, it's by design.