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I agree, "Lag Compensation" is not an optimal name, since it doesn't accurately describe what is going on. But this is what it is known as in the...
After Client-side Prediction with Reconciliation, the next feature should be Lag Compensation, which is essential for any consistent hit detection...
I see it now as "Planned" in the Roadmap. But it has been there for quite some time now. Does anyone have any idea how long it will approximately...
There is no way that an object will be able to change ownership like that in Fusion. Im not sure you completely understand the system yet. It...
Fusion will have Clientside Prediction, which means that the Client always will simulate what is happening. It will make a prediction. If that...
Not entirely sure, do you mean how you get Clientside Prediction and Reconcilliation to work? If you go through the Fusion 100 tutorial, it will...
PUN is an ancient solution, don't go with that. The price will be the same for Fusion, which is Photon's newest solution.
Go with Photon Fusion instead, they have everything, so you don't have to do a thing for Clientside Prediction and Reconcilliation. It works for...
I tried to move my player-class to a custom .dll (to be able to share code among projects), but I got this mysterious error, where it called my...
Please ignore, my thread is too ignorant, which has become obvious to me as I learn more.
Ok, after having experimented some more with these, I came to the realization, that this is a message from client to client (if you read my other...
I am working on an implementation, where I can have Remote Procedure Calls independently of NetworkObjects. I would like a system, where I can...
Ok, it seems I made a mistake when reading the values, NetworkManager does indeed get the right values set.
I double-checked, and you are right. I have no idea how I could misread that :(
Ok cool, that is a good way to do it. However, IMO this method should not even be called before a server exists. It is not elegant, and it is...
When ConnectionApproval() is called the first time when activating Host, NetworkManager will say false on IsClient, IsHost, IsServer, meaning it...
Yes, unless you are running multiple clients on your machine. Sure, unlikely with a released game, but will happen alot while testing. I just find...
So when you activate NetworkManager.Singleton.StartHost() it will start up and at some point call ConnectionApprovalCallback(), but the...
Oh, I see now that it is the "host connection", meaning the server itself. And that is probably the reason for this message. That does make sense,...
So after Netcode got updated, I tried the following in my custom ConnectionApproval()-method (void...