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Hi, im making an interaction system for my game. Every object that you can interact with has an InteractionReceiver script which has some methods...
A value of 0 means no buffering, you need to increase it. Just add a line in the OnNetworkSpawn (do this only for the client, not the server)...
hi, I had this problem too, the solution i found was to change the value of LocalBufferSec (In a simple and basic way, this causes the client to...
The "system" I use is basicly to send a Server RPC with the client Tick and compare it to the current server tick when it reaches the server if it...
Server is slightly behind client, the problem is that when sending a ServerRPC the function reaches the server "late" when the tick has already...
Talking about this, I had been implementing this for the movement logic and what i hade been doing is: For example for jumping: _Client Inputs...
yes, you need to add the attribute both times, when you define it and when you override it, the only difference is changing "virtual" for...
Hi, do you think that it would be better for someone to try fix this on its own(the initial overflow and adding an AOI) or it would be better to...
So, I finally found a solution to my problem, My solution was to create a namespace with a class inheriting from NetworkBehabiour and define all...
Yes, my problem is that the server is not capable of not running a function sent as a server RPC, this is an issue as the client could modify the...
I'm trying to control the movement of a 3D fps player without relying on the client, what I mean with this is that even if NGO is...