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Also NetworkReader and NetworkWriter are limited to 64K element size arrays because the array size is a 16-bit integer. This is annoying if using...
I'd say B. Look at the MOBA example project that was posted a while ago, it does exactly this.
You would be better off using NetworkWriter to do the serialization, then SendWriter() or SendBytes.
The client is not guaranteed to have the latest value in Start(). See:...
It is iterating through a Dictionary.Values collection. The MoveNext() function on that iterator does: public bool MoveNext() { if...
The lobby manager function have OnLobby* prefix. Use:...
"So it is preferable to have the object send the command, rather than telling that object who the player is, passing the information to the...
I'd suggest using ILSpy or another code decompiler and look at the Assembly-CSharp.dll in a project. You can see the generated code that is...
disable windows firewall?
http://docs.unity3d.com/Manual/UNetActions.html Your grab code is only running on the server. You could add a ClientRpc call inside that command...
When you add the component to the instance on the server then spawn it, the client doesnt know that the component was added. The client just...
The source for NetworkTransform is here:...
NetworkClient.Connect is async. Your Connect() method will always return false because isConnected isnt set yet.
http://forum.unity3d.com/threads/player-manager.350351/
20KB 30 times a second is a lot. A fragmented channel is still bound by the MTU of ~1400 bytes, it just fragments each larger user message into...
Right. Look at: http://forum.unity3d.com/threads/player-manager.350351/
It should be possible to do HLAPI over TCP using "external connections". This project has some examples of using them:...
Does http://docs.unity3d.com/ScriptReference/Networking.NetworkTransport.GetConnectionInfo.html contain this?
the websocket client is implemented as a JS library (not UnityScript), so it only runs in webgl builds
make it not public?