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I found that creating the server and client worlds later on doesn't have the desired effect, because all gameobjects with a...
I tried getting a NetworkConnection and a NetworkDriver from the client by setting them to network.Driver.Connect(ep) and network.Driver and then...
If I start up some clients and connect them to a NetCube server, how would I go about getting the amount of connections to the server? The Unity...
Yeah, ok. I can't just sync everything on the player. Thank you! I thought I wouldn't have to sync the velocity since it would only change...
Thank you Tim Johansson and SebLazyWizard! The movement is correctly predicted now. All I had to do was add a field for the velocity value, with...
Cool! I think I understand it a bit more now. I was wondering about the different ghosts before but didn't quite understand. I changed the...
So that's the "EntityManager.AddComponentData<Movevelocity>(player, new MoveVelocity);" line in the game.cs file? Where would I add it to solve...
I'm working from the multiplayerSample and I tried changing the movement, but now it isn't predicted anymore for the client. I replaced the...