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Hi all, I would have some questions :) what is the correct approach for a multiplayer FPS in which it is possible to drive a vehicle? Each...
Hello and thanks for the reply. I'm running several tests using a lot of debugging informations (Debug.Log()). From what I understand the...
Yes, you was right, I got a sender for each logged player. I did some tests: the possessor of the enemy is always the local player (player_1 or...
Hello to all. I'm working on a simple system Quest for a multiplayer game. Each player has its own "quest log" with their progress. On a certain...
Sorry, I meant: "to make sure that runs only on clients".
Hi Kamil, sure. The "EnemyShoot ()" function is called by the "AttackPlayer ()" function: void AttackPlayer () { // exit if I have no...
All right. At this point I am afraid of having provided insufficient data on the structure of the game. 1) I have a dedicated client that acts...
Hi Kamil, thank you very much for your help. Here is the code with the modified line 5: void EnemyShoot() { if...
Hi Kamil, thanks for the tip. Now my code is this: void EnemyShoot() { if (GetComponent<PhotonView>().isMine) { if...
First thanks for the reply. Yes it is. I tried a switch like this: if (photonView.isMine) { if (ShootTimer >= EnemyShootSpeed) {...
Hello to all, in a small multiplayer game I have an enemy with a simple script to shoot to players. The problem is that the enemy instantiates a...