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You're reading the old network system manual. Instead of OnPlayerConnected(), use: public override void OnServerConnect(NetworkConnection conn)
One of the numerous ways to do it: You can have a class Messenger attached to the player controlled gameobject through which you would send...
An example would be an abstract class Unit that would have most of the general stuff. Then you'd have two classes: Player and Bot and both would...
1. A gameObject with a NetworkBehavior must also have a NetworkIdentity component. 2. Disable Local Authority on the NetworkIdentity. 3. Make sure...
Found the source... Eliminated gameObjects from the scene one at a time. The problem was being caused by a gameObject with a NetworkIdentity that...
Error appeared for me when I accidentally opened my 5.1 project in 5.2 one time. Since then, I'm having this issue in 5.1. Deleted the Library...
You can write your own class using almost the same code as the one you see in NetworkTransform, but with your own interpolation in Update. I did...
I think writing a simple tcp socket server that would handle all the matchmaking would be the best way to go in your case.
I've disabled VSync and it solved the issue. The cube now moves as soon as it has calculated its path.
I've ran into a problem using NavMeshAgent.SetDestination. I set a destination for a cube. It's a really simple path on a simple plane, but the...
If you're new, your best bet would be to start with Photon. UNet doesn't have much in terms of working examples, has no guides, etc.
I tried making it 10 times higher, they still pushed each other while being 10 meters away from each other.
Hi. I recorded a short vid demonstrating the problem. You will see 3 melee goblins approach the tower, then the first one will stop moving and...
711033
Alright, reported it.
Ported my project from 5.1 to 5.2. Noticed that any intermediate value in the fill amount between 1 and 0 is treated as 0. I'm talking about...
By running the same code in a simple Start(), it worked. No idea why OnStartClient() didn't yield the same results.
I'm not sure you answered my question. And what's more, OnClientConnect is the one that calls ClientScene.AddPlayer and the parameter that it...
On the client side, how do I find the spawned gameobject that belongs to the proper client? My understanding was that all Players' gameobjects...
It works now, I love you. Get it into the next release pls.