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After a week of fighting, I finally found the cause of all the evils! The NetworkObject set to this GameObject seems to be the cause of...
It seems that the above error is the cause. However, the cause is unknown. I tried it with a simple scene with exactly the same NetworkManager and...
1. I tried only 1 NetworkManager. 2.I will try it later. I found an error that might help. It seems to be happening inside StartHost()....
Umm... The problem of multiple instances of NetworkManager being instantiated has been resolved. This is simply because the scene where the...
I tried StartClient() 10 seconds after the scene started, but the result was the same. I noticed that NetworkManager is multiple instantiated. A...
Host/Client: At scene start But the host starts the scene first. The client starts the scene after a delay. I started the StartClient() with a...
thank you so much for your long time support. I tried using UnityTransport, but the result did not change. The host and client PlayerPrefabs are...
I found myself struggling with this problem for about a week. lol Is it possible that this issue relies on a custom transport? In that case, I'm...
NGO version was using 1.0.1. I just updated to 1.1.0 and tried again, but the result was the same.
Thank you for your support. 1. Yes, PlayerPrefab has NetworkObject Component. 2. I try PlayerPrefab with just a cube(add NetworkObject)....
Sorry for my lack of explanation. When the host starts the game, the host's Player Prefab is instantiated, and when the client connects to the...
thank you for your reply. I have checked that post, but it seems different from my problem. In my case, the Player Prefab is not spawn on the...
Hello, Sorry for the poor English. I'm using Steamworks.NET and SteamNetworkingTransport to create a multiplayer game. Stemworks.NET:...