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You need to set anim.SetBool("Moving", true); anim.SetBool("Attack", false); You could do something like void Update() {...
I would assume that IPointerClickHandler handles all click events and ISubmitHandler only handles button click events?
I'm pretty sure if you just check if the enemy is null in the update before attempting to access that variable it will solve the issue. In this...
cheers @AggressiveMastery and @petera_unity
Does the current alpha have authoritative network movement? aka I can't just modify client to go faster on server / teleport / speed game up, if...
I haven't tested this code but something like this would work direction = -transform.forward; if (controller.isGrounded) {...
transform.Translate(-transform.forward * movespeed * Time.deltaTime); This ignores physics and just goes to that position, use a character...
Hey guys I ran into an issue with 'NetworkServer.connections', when I launch the host and some one connects it adds +1 correctly, but when they...
Hey guys! I'm trying to make it so if i press the right trigger on my XBOX 1 controller it would only return bool true once, now this works using...
Might be better off using a ClientRpc / TargetRpc to send the player who just joined the correct name on initial start
Hm.. the code above here that I wrote should work, have u tried it?
You aren't changing the variable: nickname on the server, so it's not transmitting using the syncvar try something like this (untested) using...
Or do I have to do it this way? if (hasAuthority && this.GetComponent<NetworkIdentity>().clientAuthorityOwner != null) {...
Hey guy's I'm trying to create a mortar which only 1 client can control, these are my current codes. using System.Collections; using...
I keep getting errors like these https://gyazo.com/3acb60284cdb97f28f79165e2c98482f https://gyazo.com/51e213eeb994efaf4a0ff4acc4cf8799 also...
Wonder if it would be smart to besides adding the header int to also add a packet id to make sure the same packet is combined anyhow.. Thanks a...
Ah yeah that would work too! cheers
So the only problem I'm having with that is.. how would the client combine those fragmented byte arrays and even know when a byte[] is being send...
Thanks for the reply, but how would I go about doing that? I can't seem to figure out how to make a byte array til a certain amount of bytes...
poke, still looking for help