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Question Game of different platforms do not work.

Discussion in 'Multiplayer' started by dmitrysem48, Aug 11, 2022.

  1. dmitrysem48

    dmitrysem48

    Joined:
    Jan 23, 2021
    Posts:
    3
    Hello, sorry for my english. Help!

    The game from 2 devices android - android, windows - windows work properly. All objects spawn and are visible to everyone.

    The game from 2 devices android - windows does not work. The server spawns its objects properly, but the client does not see them. The client will not spawn anything.
    In which direction to look for a solution?
     
  2. r31o

    r31o

    Joined:
    Jul 29, 2021
    Posts:
    460
    More info please.
    What do you use for the networking?
    To what IP/port are you connecting?
     
  3. dmitrysem48

    dmitrysem48

    Joined:
    Jan 23, 2021
    Posts:
    3
    I use Netcode for GameObjects.
    (using Unity.Netcode;)

    Game starting on Host. Tried different devices.
    (NetworkManager.Singleton.StartHost();)

    This is individual device IP/port, is'nt it?
    For searching and connecting i use Relay and Lobby Unity Services.
     
  4. r31o

    r31o

    Joined:
    Jul 29, 2021
    Posts:
    460
    Can you show the script used to host/connect?
     
  5. dmitrysem48

    dmitrysem48

    Joined:
    Jan 23, 2021
    Posts:
    3
    The scene is loaded when 2 players connect. This happens all the time.
    For quick search methods: FindMatch, CreateMatch.

    Code (CSharp):
    1. using System;
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using System.Threading.Tasks;
    5. using Unity.Netcode;
    6. using Unity.Netcode.Transports.UTP;
    7. using Unity.Services.Authentication;
    8. using Unity.Services.Core;
    9. using Unity.Services.Lobbies;
    10. using Unity.Services.Lobbies.Models;
    11. using Unity.Services.Relay;
    12. using Unity.Services.Relay.Models;
    13. using UnityEngine;
    14. using UnityEngine.Events;
    15.  
    16. public class LobbyController : MonoBehaviour
    17. {
    18.     [SerializeField] private int _connectedClientsForStart = 2;
    19.     private static LobbyController _instance;
    20.     public static LobbyController Instance => _instance;
    21.  
    22.     private string _lobbyId;
    23.  
    24.     private RelayHostData _hostData;
    25.     private RelayJoinData _joinData;
    26.  
    27.     private bool _authentificationSucceeded;
    28.     // Setup events
    29.  
    30.     // Notify state update
    31.     public UnityAction<string> UpdateState;
    32.     // Notify Match found
    33.     public UnityAction MatchFound;
    34.     public UnityAction<string> PrivateLobbyCreated;
    35.  
    36.     private void Awake()
    37.     {
    38.         if (_instance is null) { _instance = this;  }
    39.         else {Destroy(this); }
    40.     }
    41.  
    42.     async void Start()
    43.     {
    44.         await UnityServices.InitializeAsync();
    45.  
    46.         SetupEvents();
    47.  
    48.         await SignInAnonymouslyAsync();
    49.  
    50.         NetworkManager.Singleton.OnClientConnectedCallback += ClientConnected;
    51.     }
    52.  
    53.     #region Network events
    54.  
    55.     private void ClientConnected(ulong id)
    56.     {
    57.         // Player with id connected to our session
    58.  
    59.         Debug.Log("Connected player with id: " + id);
    60.  
    61.         UpdateState?.Invoke("Match found!");
    62.         MatchFound?.Invoke();
    63.         if (NetworkManager.Singleton.ConnectedClients.Count >= _connectedClientsForStart)
    64.         {
    65.             NetworkManager.Singleton.SceneManager.LoadScene("CemeteryMultiplayerLightNet", UnityEngine.SceneManagement.LoadSceneMode.Single);
    66.         }
    67.     }
    68.  
    69.     #endregion
    70.  
    71.     #region UnityLogin
    72.  
    73.     void SetupEvents()
    74.     {
    75.         AuthenticationService.Instance.SignedIn += () => {
    76.             // Shows how to get a playerID
    77.             Debug.Log($"PlayerID: {AuthenticationService.Instance.PlayerId}");
    78.  
    79.             // Shows how to get an access token
    80.             Debug.Log($"Access Token: {AuthenticationService.Instance.AccessToken}");
    81.         };
    82.  
    83.         AuthenticationService.Instance.SignInFailed += (err) => {
    84.             Debug.LogError(err);
    85.         };
    86.  
    87.         AuthenticationService.Instance.SignedOut += () => {
    88.             Debug.Log("Player signed out.");
    89.         };
    90.     }
    91.  
    92.     async Task SignInAnonymouslyAsync()
    93.     {
    94.         try
    95.         {
    96.             await AuthenticationService.Instance.SignInAnonymouslyAsync();
    97.             _authentificationSucceeded = true;
    98.             Debug.Log("Sign in anonymously succeeded!");
    99.             UpdateState?.Invoke("Authentication succeeded. Click play!");
    100.         }
    101.         catch (Exception ex)
    102.         {
    103.             // Notify the player with the proper error message
    104.             Debug.LogException(ex);
    105.             UpdateState?.Invoke("Authentification failed");
    106.         }
    107.     }
    108.  
    109.     #endregion
    110.  
    111.     #region Lobby
    112.  
    113.     public async void FindMatch(string lobbyCode = "")
    114.     {
    115.         if(!_authentificationSucceeded) { return; }
    116.  
    117.         UpdateState?.Invoke("Looking for a match...");
    118.  
    119.         try
    120.         {
    121.             // Looking for a lobby
    122.             // Add options to the matchmaking (mode, rank, etc..)
    123.             QuickJoinLobbyOptions options = new QuickJoinLobbyOptions();
    124.  
    125.             Lobby lobby = lobbyCode.Equals("") ? await Lobbies.Instance.QuickJoinLobbyAsync(options) : await Lobbies.Instance.JoinLobbyByCodeAsync(lobbyCode);
    126.  
    127.             // Retrieve the Relay code previously set in the create match
    128.             string joinCode = lobby.Data["joinCode"].Value;
    129.  
    130.             JoinAllocation allocation = await Relay.Instance.JoinAllocationAsync(joinCode);
    131.  
    132.             _joinData = new RelayJoinData
    133.             {
    134.                 Key = allocation.Key,
    135.                 Port = (ushort)allocation.RelayServer.Port,
    136.                 AllocationID = allocation.AllocationId,
    137.                 AllocationIDBytes = allocation.AllocationIdBytes,
    138.                 ConnectionData = allocation.ConnectionData,
    139.                 HostConnectionData = allocation.HostConnectionData,
    140.                 IPv4Address = allocation.RelayServer.IpV4
    141.             };
    142.  
    143.             NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(
    144.                 _joinData.IPv4Address,
    145.                 _joinData.Port,
    146.                 _joinData.AllocationIDBytes,
    147.                 _joinData.Key,
    148.                 _joinData.ConnectionData,
    149.                 _joinData.HostConnectionData);
    150.  
    151.             NetworkManager.Singleton.StartClient();
    152.  
    153.             UpdateState?.Invoke("Match found!");
    154.             MatchFound?.Invoke();
    155.             return;
    156.         }
    157.         catch (LobbyServiceException e)
    158.         {
    159.             if (lobbyCode.Equals("")) { CreateMatch(); }
    160.             else { UpdateState?.Invoke("Failed lobby code"); }
    161.         }
    162.  
    163.     }
    164.  
    165.     public async void CreateMatch(bool isPrivateLobby = false)
    166.     {
    167.         UpdateState?.Invoke("Creating a new match...");
    168.  
    169.         // External connections
    170.         int maxConnections = 1;
    171.  
    172.         try
    173.         {
    174.             // Create RELAY object
    175.             Allocation allocation = await Relay.Instance.CreateAllocationAsync(maxConnections);
    176.             _hostData = new RelayHostData
    177.             {
    178.                 Key = allocation.Key,
    179.                 Port = (ushort)allocation.RelayServer.Port,
    180.                 AllocationID = allocation.AllocationId,
    181.                 AllocationIDBytes = allocation.AllocationIdBytes,
    182.                 ConnectionData = allocation.ConnectionData,
    183.                 IPv4Address = allocation.RelayServer.IpV4
    184.             };
    185.  
    186.             // Retrieve JoinCode
    187.             _hostData.JoinCode = await Relay.Instance.GetJoinCodeAsync(allocation.AllocationId);
    188.  
    189.             string lobbyName = "game_lobby";
    190.             int maxPlayers = 2;
    191.             CreateLobbyOptions options = new CreateLobbyOptions();
    192.             options.IsPrivate = isPrivateLobby;
    193.  
    194.             // Put the JoinCode in the lobby data, visible by every member
    195.             options.Data = new Dictionary<string, DataObject>()
    196.             {
    197.                 {
    198.                     "joinCode", new DataObject(
    199.                         visibility: DataObject.VisibilityOptions.Member,
    200.                         value: _hostData.JoinCode)
    201.                 },            
    202.             };
    203.  
    204.             // Create the lobby
    205.             var lobby = await Lobbies.Instance.CreateLobbyAsync(lobbyName, maxPlayers, options);
    206.  
    207.             // Save Lobby ID for later uses
    208.             _lobbyId = lobby.Id;
    209.  
    210.             // Heartbeat the lobby every 15 seconds.
    211.             StartCoroutine(HeartbeatLobbyCoroutine(lobby.Id, 15));
    212.  
    213.             // Now that RELAY and LOBBY are set...
    214.  
    215.             // Set Transports data
    216.             NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(
    217.                 _hostData.IPv4Address,
    218.                 _hostData.Port,
    219.                 _hostData.AllocationIDBytes,
    220.                 _hostData.Key,
    221.                 _hostData.ConnectionData);
    222.  
    223.             // Finally start host
    224.             NetworkManager.Singleton.StartHost();
    225.  
    226.             UpdateState?.Invoke("Waiting for players...");
    227.             if(isPrivateLobby) { PrivateLobbyCreated?.Invoke(lobby.LobbyCode); }
    228.         }
    229.         catch (LobbyServiceException e)
    230.         {
    231.             Console.WriteLine(e);
    232.         }
    233.     }
    234.  
    235.     IEnumerator HeartbeatLobbyCoroutine(string lobbyId, float waitTimeSeconds)
    236.     {
    237.         var delay = new WaitForSecondsRealtime(waitTimeSeconds);
    238.         while (true)
    239.         {
    240.             Lobbies.Instance.SendHeartbeatPingAsync(lobbyId);
    241.             Debug.Log("Lobby Heartbit");
    242.             yield return delay;
    243.         }
    244.     }
    245.     public void ExitLobby()
    246.     {
    247.         Lobbies.Instance.DeleteLobbyAsync(_lobbyId);
    248.         UpdateState?.Invoke("");
    249.     }
    250.     private void OnDestroy()
    251.     {
    252.         // We need to delete the lobby when we're not using it
    253.         Lobbies.Instance.DeleteLobbyAsync(_lobbyId);
    254.     }
    255.  
    256.     #endregion
    257.  
    258.     /// <summary>
    259.     /// RelayHostData represents the necessary informations
    260.     /// for a Host to host a game on a Relay
    261.     /// </summary>
    262.     public struct RelayHostData
    263.     {
    264.         public string JoinCode;
    265.         public string IPv4Address;
    266.         public ushort Port;
    267.         public Guid AllocationID;
    268.         public byte[] AllocationIDBytes;
    269.         public byte[] ConnectionData;
    270.         public byte[] Key;
    271.     }
    272.  
    273.     /// <summary>
    274.     /// RelayHostData represents the necessary informations
    275.     /// for a Host to host a game on a Relay
    276.     /// </summary>
    277.     public struct RelayJoinData
    278.     {
    279.         public string JoinCode;
    280.         public string IPv4Address;
    281.         public ushort Port;
    282.         public Guid AllocationID;
    283.         public byte[] AllocationIDBytes;
    284.         public byte[] ConnectionData;
    285.         public byte[] HostConnectionData;
    286.         public byte[] Key;
    287.     }
    288. }
     
  6. r31o

    r31o

    Joined:
    Jul 29, 2021
    Posts:
    460
    Im going to be honest, I cant see what causes your bug.
    Maby other can help