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Did it all again from scratch with Unity 2018.4.8f1 and it works fine now apart from the usual shader keyword errors.
Hi, I can't get the FPS Sample to compile as a standalone executable. It works fine in the player. There seems to be some issue with the Burst...
Yeah, I was thrown by the so called 'solutions' I found on the net. Not only were they using SyncVars, they were using them with GameObjects which...
That's a great article, thanks!
This should be a fairly basic and simple thing to do in a networked game, but for some reason it seems to be extremely difficult to achieve. From...
Okay, I've worked around this by calling the initial server Command on the player object which then calls a public method on the non-player object...
Hmm...I don't know if there's something wrong with my approach or with the way that Unity handles multiplayer. The approaches I have read on...
Hi, Can anyone tell me why this doesn't work? It always returns "Object doesn't have authority". I need to run a server command on a non-player...
Is there some better way to check if an Avatar has fully loaded? I have to use a small delay before trying to load the DNA. If I don't do this,...
That looks great! Should solve my problem :)
Okay, I have a question. If I want to create a loose-fitting t-shirt and also hide the parts of the underlying body mesh (so that it doesn't poke...
Hi, thanks for your reply. The RpcTakeDamage is called for a particular player whenever they get shot. It uses a clientrpc to let all the other...
Hi, I have a network game and if I run it on 2 pcs on my own wifi network everything works fine: both can move, shoot and die independently....
This is still in issue in 5.5.2. I am having to use Simulate(1) before the Play() as mentioned above otherwise no particle effect appears.