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Hey, I've ran into an odd bug that breaks the entire physics simulation, it can be reproduced easily in the playground scene with unmodified...
you recruit a team with compensation.. maybe if you're a really experienced coder or artist someone good might take it on as a side project, but...
I would suggest checking the unity profiler. In deep profiling, it will tell you exactly which method is taking the most cpu time. However in...
Hello, I've become a bit curious about how using statements work with coroutines. If you try to yield inside of a try block with a catch clause,...
Just tested this and you're correct this is a bug. SyncListStruct apparently doesn't work with properties, and the unet weaver fails to catch...
Ah, you're correct. I follow a strict client-server model so I sometimes overlook the local player authority stuff. I meant authority as in the server
Are the other players that don't see the username in this scenario the server/host? I didn't update the display value on the host only, just add...
You could also probably use Experimental.PlayerLoop to disable native calls that you wouldn't need. Definitely going to look into that when I have...
SyncVars should only be set on the server/host, else it will only update on the local player and not send to others. I prefer using syncvars with...
No a sharing violation error is not related to .net 4.x
Command is used by a non-authority to directly send something to whoever has authority over the object (usually server). It's used in bullet...
So I figured out that PropertyInfo.GetValue(instance, null) is actually the legacy way to do it in +.net 4.5. The newer way is just doing...
The upload part should have some form of user authentication
In the wrong forum category.. anyways for my game's launcher/updater I just replace the entire build which is feasible because my compressed sizes...
In my experience using unity instances as game servers isn't that bad. Hard to get a rough estimate on the base server since there are a lot of...
The LLAPI is basically just a convenient way of managing connections and sending/receiving bytes, everything else is up to you to implement. As...
The first option won't work, prefabs need to be serialized in the build where they get their unique ids. The other option should work assuming...
What issues have you ran into when trying implement cross platform networking, and if any what libraries? There are probably hundreds out there...
Start() is not a good place to check network things, as far as I know it gets called independently from networking so it may not be fully...
Was intrigued with this post awhile back and have been experimenting with creating an efficient UI app in my free time. Anyways, reviving because...