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Thanks for your insights. So you switch from GL to painter2D. Did you perform any profiling on performance? From what I've understood, my GL...
Hi, I found myself using the GraphView experimental package for building some custom 2d map editor. It works as expected, but needs some...
Wow, that did the trick. Thank youso much. I was already using the CanvasGroup approach for smooth fading across different menus, but I was...
I have the same problem. To me it clearly appears to be a bug with highlighted, as the behaviour is not logical in any way. The only workaround I...
NetworkView is old networking and will not work in conjunction with UNET. You have to inherit your class from NetworkBehaviour instead of...
Are you using the built-in network simulator? There were issues like that reported before and using some external simulatio instead made the...
I don't know if this is causing the weaver problem, but for sure a prefab can't deliver the right connection. To my knowledge the whole...
Reads like you need a "using UnityEngine.Networking;" instead of dot syntax. Maybe because UNet is an extension not part of the engine core. Don't...
Check "Advanced Configuration" on your NetworkManager Component in the editor. There you get the channel list. Took me a long time to find that...
Quoting the manual... Destroy the player and you destroy the "gate" ;)
Unlike old Networking there don't seem to be buffered RPCs anymore... or haven't found out yet how to confgure those. SyncVar however is buffered....
As the player gameobject is the access point for any command to be sent to the server, it's not a good idea to kill it. The player should always...
It turns out some custom de/serialization script sitting on the same gameobject but using a different (unreliable) NetworkChannel was destroying...
[SyncVar] public string playerName; As Rpc calls don't seem to be buffered for clients joining late I wanted to sync the player names with...
UNetWeaver warning: SyncVar [m_connectionId] set from within property function [System.Void PlayerIdentity::set_ConnectionId(System.Int32)]. This...
My players are moved with CharacterController.Move(). It does the job well enough and can be used easily in conjunction with fixed delta time for...
Predicting physics movement which is not capable of rewinding and playback is very complicated (if possible at all) to do. I have heard of people...
I just noticed my "minionPrefab" idea above will not work like shown. There is a problem with prefab registration on the client. Internally,...
You can always do some shared data exchange behaviour for using SyncVars and RPCs. Reference it in both client and server behaviour. You won't get...
This sounds like you're doing your own implementation without HLAPI? Otherwise you normally simply inherit from NetworkManager and override some...