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Yeah sorry I should clarify that I ended up implementing lockstep using the MLAPI over the Facepunch transport
Sorry to necro, but just in case anyone is also working on this type of thing and stumbles across this thread - this book and source code helped...
For example, I have a game server that runs in an external process and I'd like to see what entities it has
I want to find my way out of a collider, but only on the sides - not up or down. This solution *almost* works. It fails when the collider bounds...
How do I address a situation where a client receives a input that should have been executed a few ticks ago? I've been keeping a history buffer of...
Sorry I'm not 100% I digested what you're describing. "Now back to inputs. The simulation or simulations are running off of a single source of...
Thanks! I was struggling to get it working using the built-in server tick, it's helpful to know about the guarantees
Ah there's no bug, they just have to be transmitted as ulongs
This code seems to cause NetCode to generate an empty serializer, despite deleting the folder and clicking "Build" through the code generation...
Thanks for the reply, so then should I really be using RPCs to guarantee that a client receives a message?
And when I say "sanity checking" I really mean please tear it apart. I'm not at all confident in what I'm doing. For context, I'm trying to build...
Doing some more research, they definitely do not react at the same time. [ATTACH]
Assuming I had a deterministic game, can I rely on the server tick/snapshot updates of player inputs to be consistent enough to simulate on? For...
I'd like to also clarify that I tried using `AddComponentObject` and couldn't quite get it to sync the transforms....
Here's the current / horrible way of doing it. I'm manually syncing the position and rotation to the gameObject using a dictionary. As you might...
I have a multiplayer game with data representing units sync'd between both the client and the server. I'd like the client-side version of the data...
Should that go in the code that's instantiating? Or in the authoring component?
I want to use a prefab with an animator and skinned mesh renderer, I'd like for this prefab to be converted with references to the Unity...
GetOrCreateSystem(system)
This code fails to compile, `system` is of type `System.Type` and the method expects a `ComponentSystemBase`. Is there anyway to move systems from...