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Recently I finished my first game using unity's Netcode for Game Objects. It's Called Storyteller and it's avaliable here:...
Network variables are same across all clients, so if you set the variable's value to true all the clients will have it set to true. In my game, I...
In the BotManager script you call the functions on start and not after the OnNetworkSpawn. If the object isn't spawned yet, trying to call a...
Your idea can be implemented using netcode. I just want to warn you that it may be hard. I developed a game with netcode that only passed strings...
If they are scene objects they should not be disabled when entering the scene because netcode won't spawn them
When the host creates the second session, how much network managers do you have? Are the in-scene networkObjects gameobject's enabled or disabled?
I can see some problems here. 1. Client connected callback is called on the server when a client connects. In this callback you add a listener to...
I entered and exited play mode and now it's fine
I just added another GameObject variable to my network behaviour script and now It doesn't show anything about that script in th editor and when I...
I haven't done physics with netcode but I think you do need to somehow sync the client's bullets so they will be in the right place for him.
I think that when you try to handle multiplayer you need to try and minimize the amount of packets and information you're sending. You should not...
Hello, I wanted to ask if I can make my game still run in the background even if the user switches to another app while my app is open(and doesn't...
Hello, I use unity's Advertisements service and I want ads to appear the moment a scene is opened. Currently, I can make a banner appear when the...
Thank you! For some reason the placement ID's were deleted from the editor. After I put them again it is working.
in OnNetworkSpawn you call base.OnNetworkDespawn(); Shouldn't it be base.OnNetworkSpawn();?
Try removing the "(Clone)" on OnNetworkSpawn
When is Singleton_OnClientDisconnectCallback called?
I think you need to do something like this: networkObjectReference.TryGet(out NetworkObject obj)
Was the object spawned before you tried to call the RPC? Also, do: [ServerRPC (requireOwnership = false)] If you want the clients to be able to...
Add a scene in the start of your game with only the network manager and switch to your current starting scene regularly. This will make a network...