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Who are you? Independent developer team of 3 What kind of game are you trying to build or would like to build? We build utility/sports app,...
To add more context - I'm trying to do this to avoid the hanging described in 709549
Thanks for confirming.
I'd like to totally remove the object when the user gets back to the first menu screen, and then create it later. But I get the following after...
After a bit of trial, error, and googling, I found that to get it to work, you have to log in on the web to the Unity Multiplayer, take the UNET...
I get the same on Android. The legacy networking worked, the new one on 5.1.1p2 hangs when trying to host or to join a game.
How would this be fixed? Fixing it by unsetting the variable could be confusing. As far as I understand, when a player object is running locally...
The NetworkTransform lets you set the TransformSyncMode....
This is fantastic! It almost works out of the box with Unity 5.1.1 - I needed to add the UnityEngine.Networking.dll to get all the flagged errors...
Thanks for the info!
Am I right in thinking it's not possible to put SyncVars at different levels of the class hierarchy? A script was working fine with SyncVars in...
That's right. However if you're in a local client script (ie a player running on the server), even if you are using a hook, the value will already...
Ah thanks - I must have been seeing the variable already updated when I was looking at a local client... I tried it with a "proper" client and it...
Good idea - I've started using this. I've don't understood why the hook method takes a value though. When I tried it on my client, the SyncVar...
I raised this as a bug yesterday - the response was that it was indeed a bug in 5.1.0p1 - it will be fixed in 5.2. For now, in case anyone finds...
Did upgrading work for you? I'm using 5.1.0p1 and my [ClientRPC] methods are not being called on local clients, only remote.