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I'm using Unity 2021.3.15f1 and Input System 1.4.4.
Hello, I'm implementing a system where all the actions and bindings are created at runtime. Now, is there a proper way to remove an action...
Tested on Unity 2019.4.7f1. Create a batch file with content below, adapting for path differences: C: cd "C:\Program...
The whole idea behind SetLevelPrefix is to differentiate NetworkViewIDs defined in different scenes. When you put a Network View in a scene, it's...
vinhui, I don't have time to check your code, but it seems that you're not setting a level prefix. Lookup Network.SetLevelPrefix. It may not...
Now, answering your original question, here at Critical we chose to use Unity's networking because we know that it will work in any of the...
UnityMakesItEasy, One good way to synchronize mobs is to write a script that sends and receives all the positions at once. This way you save a...
UnityMakesItEasy, There is no automatic way to do this (ie. a setting somewhere), but you can do it with some work. You must implement your own...
Could you be a little more specific? Is your server fully authoritative? Which machine called Network.Instantiate? Who is sending the RPC to whom?...
The problem is that the StartCoroutine call doesn't prevent the Update from firing again. So, the next frame after you play the random animation,...
RonHiler, You did this test in a LAN? Because the protocol you described (the client requesting each packet) is latency-dependent, and...
Nice snippet, clausman. I find this behaviour very annoying. The same thing happens when you call networkView.RPC ("SomeFunction",...
Maybe I recalled the wrong number, maybe this limit changed recently - anyway this is great. ar0nax's suggestion of using zlib is also great, but...
Just for the record, the limit on byte[] over RPCs in Unity is 4096 bytes maybe a little bit less. Make it 4000 and you're safe. This may not be...
Hi WheezyWireframe, I just watched your video and it's really weird. It's very hard to debug this kind of thing without the project at hand....
Hi brian_s, There's something strange about your variables. The "var Particle" is of type Transform, when it should be ParticleSystem. I assume...
Yes it is. In fact, every variable, static or not, is reset to it's default value. Thus, it's not a good idea to recompile with the game running...
A few months ago I used Wireshark to examine this. I found out some very interesting things. First, there's no automatic grouping at all for RPCs...
This must be something new. I actually tried doing this a while back and it wasn't supported. It's a welcome addition. This route is very...
http://fogbugz.unity3d.com/default.asp?415416_80d72sj0i24qt3f4 Here is the submitted bug. []s