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This question pops up a lot. A simple answer is "it depends". A more technical answer is that it depends on a lot of factors. Like vis stated...
This. This is one example of why "newer is not always better" - sure, I can understand Unity Tech's desire to keep people up to date with the...
It's a shame that a developer of a node module decides to include a destructive payload that could potentially cripple not only indie developers...
Glad to hear you're making progress in networking! Correct, Unity's HLAPI will be dead by then. And I must clarify that this is old UNET, not...
Can confirm - Doing contract work for a client and what @GameDevCouple_I said is pretty accurate. The UNET to Mirror adapter does 90% of the hard...
I actually talked to the MLAPI developer about that article and cleared a lot of things in that post. Actually had quite a good chat about it and...
+1. Mirror by far is the easiest to migrate over from UNET, but others like MLAPI and even TinyBirdNet (which aims to be a UNET-like environment...
Unless you have issues or asset that cannot work with NET Standard 2.0, I recommend using: At least 2018.3.6 (preferably .7 since that fixes the...
Turns out I can fix the issue for my AMD card if I replace Unity's OpenCL.dll with amd_opencl64.dll from the driver's extracted files (or the same...
I tried the Progressive GPU Lightmapper on my NVIDIA GeForce 1060 3GB and it complained about OpenCL being buggy/problems occurred and it fell...
Mind linking me to that post?
Please confirm your facts. Where did you hear that there's a new HLAPI coming out from Unity Tech? There has been no announcements, as far to my...
If I was to take a guess, they've probably closed-sourced the Transport Layer like old Unity LLAPI was and broken their OSS transport layer...
Why not just rent a dedicated server (you can get cheapo ones from Vultr/Linode for less than a fiver for a month) and manage your own resources...
Red_Dragon69 pretty much sums up what I was going to say. Look at how they do their networking and give it a shot. Make a quick and dirty...
@g_a_p Sorry, but that's incorrect. I'd like to point out that 250 NPCs to 1 player wouldn't generate the same amount of traffic as 250 real...
I'm not 100% sure how to answer your question, but we have been considering a multi-transport option that allows one to spawn a TCP Transport as...
Ignorance reliable UDP Transport for Mirror Just thought for all those people who need or want UDP transport for Mirror and don't want to use...
I had an issue where I thought the community version (improvements branch) of UNET was causing packet loss over a Wireless client PC connecting to...
Consider using a JSON blob and sending that back and forth. It may be more data over the network but you can serialise a lot of data into JSON...