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+1 sad
me too, nothing brings intelli back
I'll try. Thanks seanr!
Can anyone explain me how to use this method. http://docs.unity3d.com/ScriptReference/Networking.NetworkServer.SendToReady.html Docs have this...
Why not a SyncVar?
Do you know about the NetworkServer.SendToReady? http://docs.unity3d.com/ScriptReference/Networking.NetworkServer.SendToReady.html On the docs...
Alright, thankyou!
Yes thanks for replying. I'm making use of the network messages to send from client to server, sending a string message the same way you do and...
Do you need server validation for playing a sound? Cant do it based on client activity? I think it works like the old [RPC] but different names...
ClientRpc calls are sent from objects on the server to objects on clients. So I think its called on the server side but it runs in the client...
Don't you need some reference for the pet to know who is his owner?
Can anyone tell me in a simple way whats the difference between using a [clientrpc] or a NetworkMessage to send the strings over the network that...
I'll give a look.
There's a way to show the amount of bytes being sent and received over the network from server or client, as it was done before in the editor by...
Can you try your Spawn() method outside OnStartServer ()? Bind a keydown and try it see if stills the same. Maybe your indeed going to need the...
Maybe OnStartClient is executed before you can have a localplayer.
Sorry if I'm wrong but first you set the client to be Ready ClientScene.Ready(conn) , then you pass the controller id on the...
I did solved by overriding and commenting the line public override void OnClientConnect(NetworkConnection conn){ //ClientScene.Ready...
Anyone facing the problem when Auto Create Player is unchecked and it stills spawning the Player Prefab for a new connection?...
Are you working in separated projects?