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Unity's pathfinding system is, like most of it's built-in systems, useful for a place to start, but woefully inadequate for anything more...
Yeah I'm just starting to see that they've got update functions on listen. Don't think they were on the Wiki before. I appreciate all you're...
So EventVars don't have any mechanism for data payloads? Any plans to add one, since Relay already does that? Or does that just not fit with the...
Wow this looks amazing, can't wait to give this a shot.
Hey there, just wanted to drop a good word with the system: it's amazing! Is all the documentation in the Asset Store package? I haven't found it...
Ah I see. Thanks again!
Thanks so much. I thought I turned encryption off at some point to test, but I cannot remember off the top of my head now. (EDIT: Not sure if...
No, definitely got some transports. I'm starting to think it's my PC, but then I've been working on 3 different PCs now and it's the same. I'll...
That's fair, I'm just a little frustrated is all. Been trying to diagnose this for 3 hours. So I loaded up the example project, built it, and had...
Am I missing something? I literally replicated the network config on the example project, but the example is able to connect from a client, but my...
Hi there! First off, this library is fantastic, and I want to thank you for keeping it up! Here's a question though, there's currently no way to...
Good lord, thank you so much! Never would have found it on my own.
Yeah that's my mistake, I shouldn't have quoted those lines from NetworkIdentity since that does deal with dynamic object IDs, whereas I am...
Hi everybody! So...due to certain natures of UNET, I am unable to use it for my game, and as such I am working on I guess my own implementation of...
;) Sorry, wasn't trying to hijack the thread, just trying to figure out if it's an HLAPI Pro bug, or a Unity bug, or a C# bug...I'm not terribly...
So...here's a weird question. The following evaluates to null: var leavingPlayer = connectedPlayers.Find( x => x.playerNumber ==...