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You can make two new gameobjects, one named "FPSWeps" and "TPSWeps" that are both deactivated and check if networkView.isMine and then just...
I love Unity beyond belief..... But I'm switching to UE4, it's really just a no brainer which is so sad because of how much I enjoy Unity...
Add my skype: sickuhtrix
From what you've said, your best choice is definitely the built in networking. Good luck!
Oh wow, my apologies for not looking deeper into the license. I could of swore I saw somewhere, where you said "I don't think people should make...
I recommend making a basic demo for the free version in the asset store. But the thing that is preventing me (and I'm sure many others) from...
I can't wait to get my hands on this for sure, I've been waiting, and finally! I'm pretty excited to pick this up and will write you a full...
Edit > Project Settings > Player > [Resolution] > Run in Background. Make sure the Run In Background field is checked true.
When doing an auth server, you don't have any other option.
You're going to need to elaborate a lot more, and post some code.
Well with the code you posted, the player count won't go down when a player leaves the room, which obviously can cause all kinds of problems....
This is the most vague, information-less post I have ever seen.... Please elaborate... do you mean over a network? Or even what game genre,...
Here's a quick write up, untested but should work fine. int connectionsLimit = 32; int portNumber = 25000; string typeName =...
Here's a quick solution I just wrote up for you, untested of course, just wrote it quickly to give you an idea of something you could do....
https://docs.unity3d.com/Documentation/ScriptReference/NetworkView-isMine.html
Played a little bit, was surprisingly a couple people playing, pretty fun and I like the style. Good work.
I had the same problem, and was going crazy over it, it seemed so simple, and the solution was simple haha. Check out the thread I posted, I...
Google UPnP.
This is freaking amazing, the particles just give me goosebumps. Great work.
Alright, for anyone with the same problem, I FINALLY FOUND A SOLUTION. This is what I am calling on every object that I use Network.Instantiate...