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UPDATE: Removing XR and Joystick from the movement input fixed the problem. No idea why they might be causing this issue for some users.
Hello, we have recently released a game on Steam. Some of our players have reported experiencing random movements, as if their "WASD" keys are...
Amazing asset, I have been using it for most of my projects. I have one question about the fog scattering though. Especially at night, I can see...
Thank you for the suggestion, I had a look at the NetworkManager.Singleton.LocalTime.TimeAsFloat and is starts from 0. Waves seem to look fine but...
Ah my mistake, I was looking at the main asset. :D I have updated the under water asset and it looks perfect rn. One thing I can't figure out is...
That is great, waiting for the update to be live!
That was quite fast! Thank you for the clarification, I will be looking forward to it.
Thank you for your swift reply. Unfortunately, Material.Lerp did mess up both of the materials paramaters. I will try modifying the parameters in...
Hello, is there any suggested way to handle transition between materials and wave params so that I can switch to a stormy waves from a calm ocean?
Actually, the object is not spawned when you look at the NetworkObject component but it isn't destroyed either. @RikuTheFuffs-U any idea how...
Just wanted to bump this thread as I still in need of help on this matter.
I have an in scene placed network object and I am using the NetworkObject.Despawn() method on server to destroy it. This object also gets...
Procedural worlds rely on seeds. Server/Host shares the seed with clients and each client generates their own copy of this world with respect to...
After hours of work and experimenting with different methods, we were finally able to achieve smooth networked movement on a moving ship....
Hello there, this is one of my favourite assets which changes the feel and look of a game instantly. I have couple questions that I need help...
Instead of parenting the flag to a player, add a "hasFlag" network variable to player. When player collides with the flag, call the...
Thank you for your answer, here is the code I have implemented based on this youtube video. I believe this is a reference to a set of historical...
I am trying to implement these two concepts in Netcode. I have couple questions in my mind though. So lets say I have a Client-Side Prediction...
After detecting a successful hit, client calls the GiveDamageServerRpc() and the server decreases the health. Each shootable gameobject has a...
If you are going to release it on Steam, you can use the facepunch transport. It is free.