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Thank you for your fast reply. In the server documentation i have found the following callback: GlobalConfig config = new GlobalConfig();...
I send a big about of positions updates over the UNET. In certain point the network bandwidth reaches it's maximum (1.5MB/sec). Is there a way i...
I am using the NetworkServer.SendToAll method - I need to know when a message has successfully reached all the clients (the second message should...
Does anybody know if the NetNamedPipeBinding (WCF) is supported in the newer versions of Unity? If yes, can you please provide an example? Thank you!
I have the following flow: User A (the host) creates an object (Laser) and uses it. User B (the client) connects to the User A and wants to see...
In a multiplayer game i am spawning an object (on the server side): [Command] public void CmdSpawnObject() { newObject =...
Hi. From what i understand: 1. Instantiate the object - on the server. 2. Spawn this object - on the server. 3. With object's NetworkInstanceId we...
Hi. Executing the code below on the host side works fine (mCume != null), however, on the client side it always ends with mCume = null. Am i...
Hi, I am using "StemVR's" "Player" prefab (located in the "InteractionSystem"). Currently my "Network Manager" spawns only one player object...
I would like to thank you, i couldn't have asked for more detailed answer! I have tried using the "NetworkConnection.FlushChannels" function but...
Do you know what is the correlation between the number of "MaxPendingBuffers" and the size of a data?
I am using 2017.2 version of Unity. I need to send a very big amount of data from my server to a client. I have tried using...
Thank you for your reply! Currently i am setting the"MaxPendingBuffers" option in the "OnClientConnect" function of the "NetworkManager" class,...
Hi, I can't find any documentation on how to use the "ChannelOption" Enum. I am using the 2017.2 version of Unity. Is there a way to...