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I want this to. My work around is to re-activate the input field after the user has pressed my button. However, I don't want the text to hilight...
When I click on an InputField (or progammatically activate it) it initially hilights all text. Then the next click lets me see the caret. How can...
I have an input field which has the focus. I want to press on buttons to send canned text to the currently focused input field. But tapping on the...
How do you go about hosting servers on the internet? Any services specifically for hosting UNET servers? Like we upload a unity package of the...
It seems overkill to have to add a NetworkTransform component just to get the prefab to spawn at the point given during Instantiate on the server....
yeah, so far that's how I see it.
I don't think you should be calling ReadMessage<>() multiple times. Once you've read it once you have fully deserialized it. Calling it again will...
@SuperNeon how did you do that?
NetworkServer is only callable by the server right? So only the server knows the number of players? And it could sync the list out to the clients?
That is definitely true, but right now all the demos and HLAPI talk steers developers to start with NetworkManager...
I have to agree with you @CarterG81. It is very difficult to work out once you get passed the functionality of the basic quick start autospawn a...
OK, I have figured out a solution that works for me: Goal: How to instantiate a new player with their name. Original Approach above: Client...
The docs here say: The state of SyncVars is applied to objects on clients before OnStartClient() is called, so the state of the object is...
Right, when I override it I see it get called. But in a few tests it is getting called before Start() and before the SyncVar is valid. Here's one...
From here: Note that setting a SyncVar member variable inside a property setter function does not cause it to be dirtied. Trying to do this will...
To summarize, I see all these scenarios during instantiation of the player prefab by server onto a client: 1. SyncVar has already been set, No...
More playing with 1 above I can see it is not guaranteed. Sometimes it is not set in Start. And immeadiately after I get the OnSyncMyNameHook()...
Here's how I currently have it, but it doesn't feel completely correct. public class PlayerInfo : NetworkBehaviour {...
Hi, Sorry all I'm stuck on something really basic! If I have a player prefab with their name on it via this component: public class PlayerInfo :...
Hi, I'm getting this error when trying to setup network discovery: By some reason host doesn't have broadcast addreses...