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Yes it was a typo, thanks :) That's what I will try to do, thanks!
I was thinking whole night about it, if my physics time step is 0.2f this means physics runs in 50fps right? So if I want to send for example 25...
Hello there, Prolog: I am trying to implement click to move system with smooth movement with UNET but not using NetworkTransform component...
Ok, Enemy is seperate being so you are not in authority to call a Command from it's script however you can make an Command from your script where...
Im pretty much sure that it should work, tell me more about this enemy code. Is this script on every player in the game or is it networked scene...
[SyncVar (hook="OnAnimationStepChanged")] private int animationStep = 1; public override void OnStartClient() {...
Sorry I misguided you, I noticed myself that you cannot pass NetworkConnection to [Command] method. Well if you want it to do something when...
Because if it's an non-player object then you have to re-assign the authority before sending a command. But before reassigning authority check...
[Command] void CmdTest() { NetworkServer.Destroy(gameObject); } This should do the trick. It will be destroyed on server and then applied to...
Thanks for the answer @isidro02139 but I am trying to implement MVC/MVP pattern into my project so my UI should only do input/out, at least I am...
I'm a little bit confused about connecting UI & UNET. To use [Command] and other Networking things we need to derive from NetworkBehaviour but if...
Because NetworkDiscovery already has an Update function. NetworkDiscovery source code from Unity Bitbucket:...
Hello there, from Script reference it is said that OnClientExitLobby is a "hook that is invoked on all player object when exiting the lobby" the...
You don't have to all TeamAssign(TeamNo); in the command method. It will be called either way through SyncVar hook method. I will try to...
To make it work you need to be sure that assigning TeamNo will be on server side so it would be easier if you could do it in a [Cmd] method like...
I don't know, maybe. Would be nice to know how should I reset the game correctly after finished game or after host drops.
1. Sorry I kinda don't understand that bug :P 6. SyncStructs Do Not Automatically Set Dirty Bit When an Internal Field is Changed You mean:...
Whenever I try to rehost the game (host, drop and start again but not building it again) netID increases. E.g. if I had 7 netID at the beginning...
Hello there, I use lots of events in my unet project and I was wondering where is the best place to unsubscribe those events? Can it be public...
Glad that I could help. I been there and done that... but I think I am finally managed to understood and use it well enough :)