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Ah... well. Bit more work then. But the good thing with DarkRift is that the server code is easy to move to some other networking solution. Will...
ok, I'll try Hazel towards a DarkRift server then. Thanks.
Has anyone tried DarkRift server with Unreal 4 engine? I'd like to implement a test client for my game in Unreal 4 to compare the engines.
Thanks, Looking forward to convert it to DarkRift 2 :)
I promised a video showing my game converted to use DarkRift Server. Running two clients for this demo and you can see the server console below...
Thanks Jamster, that explains it :) I'll wait for that bug fix then because I like when it works in the background.
What is the best way to detect when the server goes down, from client side? As far as I can see the Connection.isConnected does not get set to...
Yes, I don't really miss the functionality in DarkRift, it's more that I was used to it in UNet almost without realizing it and it was quite a lot...
I've just finished converting my basic "mmo" project from uNet to DarkRift, it took some weeks to complete but now it is working the same or...
Thanks for the quick answer and good answers to the questions. I will block this is onDistribute then as you said. Thanks again!
Hi again, I have the basics of a sandbox MMO game implemented in pure uNET currently with movement, streaming terrain, inventory management, some...
ok, great thanks.
How does the licensing work. Do I have to pay 100$ per server instance? or 100$ per game? So if my game has 3000 players and I host 6 servers, is...
Why do you use PHP for database access? There are .NET libraries for accessing PostgreeSQL and some other databases that can be used with Unity...
Hi! I'm currently developing an MMO using Unity as both client and server. I know I shouldn't be doing this, but I'm doing it because it's fun...
I have worked around this by manually sending to all players: ... foreach(var player in players)...
You can set multiplayer up in 5 minutes. Just add empty game object, add network manager and network manager HUD components to it. Add a simple...
Ah! hehe, it must have changed since version 5.2 then. But this is good news, means I can fix it even without a patch :) Thanks Seanr! The...
I can repro with this code, it is slightly more involved and requires a Text field to display the result. * Edit - Actually 2 text fields one for...
Ok, the SyncList bug was harder to find. The double receiving of items in SyncList is only happening at the first sync when a new player logs in....