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JoinClient - remove networkserver.reset() call this call will close all sockets, delete all connection and reinitialize library. Do them only on...
any other errors? Is game playable with 40 connections? anyway. looks like you don't use custom configs. Please do following changes: create...
Most probably it is configuration issue, to understand what,s happened i need to know your configuration details and your traffic details....
https://docs.unity3d.com/2017.4/Documentation/ScriptReference/Networking.GlobalConfig.MaxHosts.html, why do you need to open 128 sockets?
If it works why not. Just 2c in addition to TCP_NODELAY, on linux probably make sense to add TCP_QUICKACK option. If you are going to use both udp...
Hence im not 100 % sure, probably hlapi will buffer something in c# level :(
Yes and no, if you will do anything by default you re right. If you will create custom config and ask llapi to keep shared channels it will work...
as far as i remember - yes, reliable channel won't make that guarantee, sharing channels is construction on top of channels and this construction...
for reliable channels all messages will be in order so if you seen m1 to ch1 then m2 to ch2 you will receive m1 first m2 second for unreliable...
shortl answer: https://stackoverflow.com/questions/1054022/best-way-to-store-password-in-database :)
It is because Connect is not Connect-Connect. It is Connection request. So when you call connect (it is not blocking call) it means "Dear unet...
@jose-araujo hmm, could you strip out your project and send to me? (you can pm me) I will try to take a look on weekend. So I need a project and...
@jose-araujo OK, I did small home works for you: Just from https://docs.unity3d.com/Manual/UNetManager.html 1. To get started, create an empty...
@jose-araujo Simple question - where you call function NetworkTransport.Init() ? global config should be passed as parameter to this function....
@jose-araujo you need to change configuration parameters as I described above. To do this you need to use custom configuration of NetworkManager....
@jose-araujo NetorkClient, NetworkServer and so on it is definitely HLAPI code. LLAPI for example,...
@ioannis1987, I asking about project because it is not llapi code it is hlapi code, and i do not see any configuration parameter which should be...
@ioannis1987 Can I take a look on the project? (I hope it based on llapi only..:))
@ioannis1987. Hmm, you send message, to your peer, your peer wll read them with delaying one frame = 16 ms, and then send back,you will read them...
thanks for question. See, it is not unity problem it is a problem of you receiving algorithm. If your game is frame based, so every frame senders...