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I've already networked this engine, It's pretty straight forward to be honest. the only really tricky bit is you have to make the cars...
Hey Edy, Great work (and some interesting advice about friction surfaces) as always... Do you have any plans to put in manual gear shifts? (seems...
Hi Edy, great news that you've added sound, but I can't get it to work (the live demo won't run on my machine even though I'm sure I've installed...
[media] My first project - http://www.stuntcaronline.com
Hi All, I've been beating my head against a brick wall here for a few days now.. And so I turn to the forums for help... the problem: I have a...
Thanks vicenti, the error was just some rubbish that didn't help me really.. but note taken.. I finally fixed this by using "SendMessageUpwards"
Hello.. I'm a noob, please be gentle. I have a car, with a set of colliders in it (because the car isn't a uniform shape) - these colliders are...
Okay I played around with the authoratitve scripts in the networking example and they seem to produce better results, but still the problem...
hmm... true about "real physics" and all that, but I'm not after that.. My problem is that even just controlling the client, and watching it on...
It's just a bit strange... So there must be no games out there that are mp and have accurate physics? I find that a bit hard to fathom...
I'm using the interpolation stuff that was in the example, but I'm not sure that's the problem. When the client hits the ball, even on the server,...
I believe so yes... I'm not using a master server, but one machine "starts" as the server and the other connects to it... I then send RPC's to...
Hello, From what I've tried so far it's pretty simple to pick up. Just as long as you aren't trying to sync physics objects over the network...
Hi everyone... This is my first post so please be gentle with me.. I'm new to unity, and still trying to find my feet but I've done quite a bit...