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I experienced this yesterday, and after digging through forums and bug reports I found a potential cause and finally fixed it. In my case it...
Right, it's not practical for a real game and is really only viable for a prototype or test build. I was just correcting your statement that the...
That's not the case, I have a networked game with only a single scene and it works fine. You need to have the NetworkManager in the scene and...
The only odd thing I see is that you're calling base.OnNetworkSpawn twice. What happens if you remove the one at the start of the OnNetworkSpawn...
Something that's not very well explained in the docs is that you can just put networkbehaviours on child objects. Say you have your player object...
It's still going to your router and back again, you'd need to do port forwarding on the router and open UDP on those ports and I think you still...
This question comes up a lot, and these old posts get dragged up because they show up on google. In case anyone's finding this via google, I...
It depends on where you're getting the cheese1transform and cheese1network objects from. If they're on the same object then you don't need to call...
NetworkVariable dictionaries, you may have just made my day!
Ah, you can't call a ServerRPC from the server, you can only call them from the Client. I find it useful to sometimes put code in a local method...
Call Despawn(true) instead of Despawn() and then Destroy(), this will destroy the object too but it also tells all clients to destroy the object....
Nobody can help you if you don't post your code.
This is a great solution, I hope it helps some people! It's similar to the solution I've been posting except mine doesn't require a specific...
" OutfitTshirtmesh.sharedMesh = OutfitTshirtmesh.sharedMesh;" This code does nothing, you're setting a variable equal to itself. Your RPCs aren't...
Improvements to the authority system sound good, but calling this completely solved sounds overly optimistic. Games don't just parent picked up...
Sounds like you've tried to send the actual mesh as a parameter in the RPC method. You can't do that, you can only send simple types like an int...
I was just saying in another thread that the Unity samples often have unsuitable implementations because the Unity devs don't actually make games....
Yes, that is what should happen according to the code you posted, I don't see any code there that handles late joiners yet. When a new client...
Yes, NGO has the ChangeOwnership method for changing ownership and the NetworkTransform script for syncing transforms. But you have to handle the...
Your original solution should have worked, we do it roughly the same way. In a NetworkBehaviour script on the player prefab, we added a new...