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Does Netcode for GameObjects support for cross-project connection?

Discussion in 'Netcode for GameObjects' started by ysleungrockman, Sep 21, 2022.

  1. ysleungrockman

    ysleungrockman

    Joined:
    Mar 16, 2014
    Posts:
    32
    I am currently migrating an old project (which used Unity 2017.1.1 before) to Unity 2021. In the project, there is one function that it will connect to a LAN server (an app from a different Unity project, through UNET), and the LAN server will send messages in JSON text to command each device connected to carry what action. When I tried to migrate it using Netcode for GameObjects, I made a message handler which will send unnamed message for both client and server and put them on a NetworkObject prefab. The server used StartHost() (so the object will be spawned) and the client connected by using StartClient(). However, when I tested it, the client doesn't seem to connect and there was no object spawned (for the server, the object did spawn though). My question is, does Netcode for GameObjects support this kind of cross-project connection? Or was I just missing something?
     
  2. ysleungrockman

    ysleungrockman

    Joined:
    Mar 16, 2014
    Posts:
    32
    Sorry but can anyone at least tell me if cross-project/multi-project connection is possible or not? I really need an answer.
     
  3. ysleungrockman

    ysleungrockman

    Joined:
    Mar 16, 2014
    Posts:
    32
    Why am I getting ignored? I just want an answer...
     
  4. bhuvneet

    bhuvneet

    Joined:
    Jun 26, 2022
    Posts:
    6
    Stuck with the same problem
     
  5. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,537