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I'm also having the same issue. I may end up trying to copy the files over manually, but it seems that the root of the problem is that the collab...
For most of these, it really depends on the game itself. When making multiplayer, try to make the game as seamless and painless for all of the...
Slightly different than what you're trying to accomplish here, but what I would do is to instead send an objects location and velocity and have...
For my server-authoritative code, I simply just have the server tell the client exactly where it needs to be if the server finds an issue. This...
Yeah... My custom multi-player code can already do everything that uLink can. It also won't cost me 500 per title.
This is the setup that I have worked on for my current project: I have one central server which is written in Java. This Java server uses .NET...
If you know Java, I would highly recommend using that to write the central server. My setup that I am working on right now uses a Java server...
There is no check. Just make one copy of the game be the server with all of the server code and assets and make another copy of the game be the...