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That is exactly what I'm looking for so what is the recommended Forge-way to send the client move requests to the server? RPC? Other?
I'm still a bit confused. If I want to implement an authoritative server don't I want to send the player input request (forward input pressed,...
I found a small error in sample code on the website + I have a couple of questions.
The error is on the "Custom Networked MonoBehavior" page in...
Thanks for the reply, but I was confused about, "unity basic sockets are free".
What did you mean by that?
Forge on Unity Basic still...
Any updates on a built-in socket layer for Unity Basic?
Complete Bolt noob here:
I was able to do the basic moving cube tutorial, but I'm having trouble getting even a simple authoritative server test...
I am trying to create a base class that inherits from MonoBehaviour and then have ALL my other classes inherit from my base class....
I was trying to do exactly what you are and could never get it working properly.
I started using 2DColliderGen from PixelCloud and it...
Just recently, I am getting this error when attempting to connect to the Asset Store or check for updates.
There are several threads about proxy...
I am having multiplayer issues that I thought I had licked and want to make sure my assumptions are correct.
Therefore, can anyone tell me if...
Thanks! A simple, elegant solution.
I am using RemoveRPCs() and Destroy() on my clients and the server to remove game objects from inside an RPC call using this code:
I still don't understand, but I was not as clear on the situation as I should have been.
ASSUME A SCENE LOOKS LIKE THIS:
--Component script RpcSender
--Component script RpcReceiver
It appears that an RPC called from...
My thought was to have the server track where each ship is so, if a ship for player A is within a certain distance of a ship for player B, it...
Thanks for the response, but I'm still not sure what to do.
I call GameObject GO = Network.Instantiate(...) when IsServer = FALSE.
My multiplayer client is calling Network.Instantiate for a prefab, call it "ship", with a NetworkView on it.
The "ship" is moving around the...
OK, finally found the answer. Geez!
I had to write the destroy code like below and it worked:
The odd thing is that, if I...
Thanks for that!
Another general question:
For purposes of doing a multiplayer game, do you think it's best to architect it so that the...
I have a "shot" that is fired from the player.
The shot is Network.Instantiated from the player.
The shot has a NetworkView on it.