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You could try creating two vector3 variables, lastVelocity and lastAngularVelocity and set them to equal the players velocity and angularvelocity...
If you're using the NetworkManager you could always listen in for NetworkManager.OnServerConnect which is called on the Server when a Client...
Gameobjects can not be passed around using an RPC due to the way UNet works. Instead you can send a text description or int ID to your clients...
I came across the anim trigger issue and resolved it by using an NetworkAnimator.ResetTrigger(''Anim Name") immediately AFTER the...
You will need to provide more details on how you have implemented your own networking because I believe that is where the solution lies rather...
When you create a scene and place your objects with an attached Networkview in the scene the same object is then loaded by the Server and then...
I am not sure if this relates directly to your requirements or not but I'll post it anyway in the hope it may spark an idea. I chose a method to...