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Third Party Connect two separate unity projects each other with Mirror

Discussion in 'Multiplayer' started by yuemco, Oct 6, 2021.

  1. yuemco

    yuemco

    Joined:
    Jul 1, 2018
    Posts:
    36
    Hi everyone,

    I need to develop a system that has to have one server and multiple clients. So I decided to use Mirror because it is an open-source project. I've watched videos from YouTube and read some docs and forums. Generally, people have used the same application as a server and client. What I need to do is that I need a separate server and I need to put my heavy features into the server but clients only have some prefabs and UI stuff. When I checked the Asset ID of the prefabs both server and client have different asset IDs from each other. I assume for that reason I cannot spawn any gameobject at the same time in client and server.

    Q1: Is it possible to use different unity projects as client and server? Or Should I have the same project for the client and server?

    Q2: How can I spawn the same gameobject located in both server and client using two different unity projects?

    Btw all prefabs have network identity and network transform.

    Thanks.
     
  2. antnasce

    antnasce

    Joined:
    Apr 27, 2019
    Posts:
    12
    Did you ever come up with a solution to this @yuemco ?
     
  3. Hololens_12

    Hololens_12

    Joined:
    Oct 24, 2022
    Posts:
    2
    Hey @antnasce,

    I am also interestet on the question but so far I solved some of the problems like Q2. You can spawn the gameobjects by copy and paste the guid in the .meta file. I can connect from one app to the server of the other app but when i try to send a message or to send a command to the server I've got an error. The error says: "This can happen if no handler was registered for this message". But I already did it.

    I guess it is something with the [Command] that I send to the server of the other application but I don't how to fix the issue.