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So does bolt handle interpolation/extrapolation, lag compensation, and all that other stuff for you as well? If so how well does it work and is it...
This is how I've done it, it took a while to figure out how to get all the relevant connection ID's. The only downside is that with target RPC's...
Ah! So I shouldn't be using the network spawn functionality. Instead I create a local bullet and tell the server to do the same, and then the...
Hello, I'm trying to spawn a bullet when the client fires. I'd like to do some client-side prediction on this bullet until I hear back from the...
Why don't you just make a coroutine for the WWWform and start it in the OnLoginRequest?
That's just how network lag works. If you have 1 second ping then if the client is moving when he sends a command to the server to spawn a spell,...
So instead of interpolating the current position to the latest position received from the server, you interpolate to the oldest position and then...
simply replace "localhost" with the IP Address in the HUD when you launch the application. You can find the HUD source code here, if you're...
Ah I see, thank you, I didn't realise it was a Timestamp, I thought it was the time since the last message. This is my updated code and it works...
You can use any server for MatchMaking, you will only need to pay if you want to have Unity host it for you (as far as I know) You don't need to...
Hey, thanks for the reply. I did exactly that however lastMessageTime just seems to be ever-increasing. I have a little project set up with player...
I'm doing the same, but without the array. Can I ask what difference having an array will make?
In the NetworkManager I've set the Disconnect Timeout to 10 seconds and I would like to display an icon next to the player when they have been...
If you have two laptops connected to the same connection/access point, then they are on the LAN and everything is fine. If you have two phones...