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Just a little tip. You do not need to do any checks, just set the profile to a random string. private async Task Authenticate() { var...
I updated to com.unity.textmeshpro 3.2.0-pre.5 and it solved this issue for me
Just got time to have a look :) @RikuTheFuffs-U The BiteSize / ClientDrivenExample is exactly what I am talking about! Integrating it to the...
Sounds great and exactly like something that would solve these problems! I will give it a go, thanks for the feedack.
I agree about the Boss Room example, it is useless to get started. The documentantion on Netcode and the Gaming Services is also need a complete...
Bump
Here is another solution IEnumerator RefreshLobbyCoroutine() { var delay = new WaitForSecondsRealtime(2); while (lobby !=...
Here is an easy solution for looping tasks (like periodically syncing Lobby player data). Just check if the editor is in Play Mode before running...
I fixed the same issue after reading the docs. My second layer was not recieving my attack animation trigger. So, the triggers are enabled until...
Hey, I'm trying to convert the 3rd person sample to a Multiplayer Game using Netcode, Lobby and Relay. It works when I use Unity Transport and...
Im having the same issue. Anyone has a fix?
New file name fixed this issue for me
Can you explain why you are sending a large payload?
Lobby has a quick join feature that does exactly this, check out the sample included in the description of the Lobby package inside Unity Package...