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[RELEASED] MultiOnline : multiplayer online kit - V3 now available

Discussion in 'Assets and Asset Store' started by VirtuElle, Aug 16, 2013.

  1. VirtuElle

    VirtuElle

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    Hi,
    The host must open the game port on your router, else the other players cannot joint it.
    So, if you create a game using the default port used by MultiOnline (25565), you have to open it on your router.
    .
     
  2. thanhle

    thanhle

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    oh that is not good ! because player don't want to do so much when play game!
     
  3. VirtuElle

    VirtuElle

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    Yes, I know that it may be a problem for the users, that's why the version 3 have also a dedicated server version. It allow you to host yourself the games (without be a player, so that's you who open the port on your router), so that the players don't have to worry about port forwarding.
     
  4. RandAlThor

    RandAlThor

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    I read that this is not supporting ios or mobile but want to know why not and can it work with ios with some changes?
    If i am with an ios device on the same wifi router can it work then so i can make a multiplayer game with it in the Same Network area?
     
  5. thanhle

    thanhle

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    so if my game have 1000 use play online so i need open so much "dedicated server version" ?
     
  6. VirtuElle

    VirtuElle

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    Hi,
    In fact it may work on these devices, but I have not been tested, so I cannot ensure that it will work correctly, and I'm not able to provide support for these devices.
     
  7. VirtuElle

    VirtuElle

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    You just have to create a dedicated server for reach game created. So it depends how many player you have in each game (in your example, if you have 10 players by game, you need 100 dedicated server - or just let the players host themselves the game and also let them open the game port on their router).
    You can create many dedicated server on a same computer (each game must just be on a different port), it depends of your computer/server resources, and also of the resources needs by your game.
     
  8. RandAlThor

    RandAlThor

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    I still have some prebuy questions.

    1. I read about a new network system comming to unity5 lifecycle with some demovideos so it could be that it Takes not to long for it (also we know it could take long if we think of the new gui from unity).
    This let me think about support possebilities that you can offer and want to know how you will handle this?
    Because i go with unity and want to use also the new 5.x features i do not want to stay with 4.6 or the latest 4.x updates (i ordered 5 pro) i would like to see support signals and updates from you for it.

    2. I would like to see this with an updated new Unity gui.
    Will you ad this.

    3. I would like to see also a wordfilter solution for the chat like at least one chat asset in the store have so i can use your complete system and do not have to take something out and something in as a not so good coder.
    Will you bring something like this in?

    Also i am interested in future features of this asset or do you think this already have everything?
    I just thought it would be nice to have a simple network ready solution to spawn my friend to me with this asset that will work with mecanim characters as an example.

    Edit:
    Just not sure and because i am on the way and would not read the whole thread on a phone, do this asset support also mecanim animation in general and if not will you give support on this?
     
    Last edited: Sep 6, 2014
  9. rizqiaws

    rizqiaws

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    The player on MultiOnline is use spawn to instantiate the player. How to show two spawns in different group when we play the game so the display of the game is like the picture below?
    this.JPG

    in the display map the player is use the spawn, but in the 3D display the player not use the spawn yet. My question is how to make the player in the 3D display is use the spawn and when I move the spawn in the map display, the spawn in the 3D display is also follow the movement.

    The script to instantiate the spawn is below:

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4.  
    5. public class MSpawn : MonoBehaviour {
    6.     public GameObject playerPrefab;
    7.     private Transform [] spawners;
    8.  
    9.     public void Start () {
    10.         // Search all spawn points
    11.         spawners = gameObject.GetComponentsInChildren<Transform>();      
    12.         // Start the player loading
    13.         StartCoroutine(loadPlayer());        
    14.     }
    15.  
    16.     // Load the player
    17.     private IEnumerator loadPlayer(){
    18.         // Search  a spawn for the player (randomly)
    19.         int rand = Random.Range(0, spawners.Length-1);
    20.         Transform spawn = spawners[rand];
    21.      
    22.         // Wait one second (the waiting time allows a better synchronisation on the players loading)
    23.         yield return new WaitForSeconds(1);
    24.      
    25.         // Instantiate our player
    26.         Network.Instantiate(playerPrefab, spawn.transform.position, Quaternion.identity, 0);
    27.     }
    28.  
    29. }
    30.  
    Anyone can help me?
     
  10. VirtuElle

    VirtuElle

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    Hi,
    I'm sorry but I don't really understand what you want to do !
    Did you read the documentation about change the map and use the "Spawn" gameobject (part 5.2) ?
     
    rizqiaws likes this.
  11. VirtuElle

    VirtuElle

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    I will probably do an update when Unity 5 will be available, but I cannot tell you how time you will have to wait between Unity 5 and this update, I don't know myself, it will depend of the work I'll have at that time.
    The current version of MultiOnline is this one, I don't take any engagement about the further updates.

    I don't really understand, what is a "wordfilter solution" for the chat ?
    In any way, MultiOnline has already an integrated chat system, you can use it and improve it depending your needs.

    You must see MO as a base which can be adapt to any game type, so, depending your game, you will have to add your own features. But it provides all the bases necessary to create a multiplayer game, that's a light solution, easy to install and to use.
    I already have make every features I wanted for it, except the batchmode system for the dedicated server (I'll add it when I will get Unity Pro, since it requires the pro version).
    But I always take in note the advices and queries of my users, and if I find an idea interesting, or if something is asked by many persons, I can add it on a new release (as the display of the players name for example, which was asked by many users, and I decided to add it).

    Yes, you just will have to adapt your current script in order to make your animation work correctly in the multiplayer mode, but I made a video tutorial about how change the player and sync the animation, here
     
  12. RandAlThor

    RandAlThor

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    Thank you for you answers, VirtuElle. Thats all ok for me.
    I will tak eit as a base and hope i understand it enough to make my own things then.

    The word filter is just a filter where words can be filtered out from the sender to the receiver i.e. in a game where kids play together and should not read "bad" words". Just a list that noticed some words and replaced them with a placeholder so the parents can sleep better.
    I think i will buy the one asset for that also and try to include it in yours.
     
  13. VirtuElle

    VirtuElle

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    No problem, and thanks for the explanations about the word filter.
    In fact, if you code a little bit, I think that it would be quite easy to add using the C# function Regex.Replace().
    You could have an array or a List with all the "bad words", and before posting a text in the chat, just loop this list and filter each of these words from the text using Regex.Replace().
     
  14. rizqiaws

    rizqiaws

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    Hallo,
    thank you so much for your answer, VirtuElle..
    I'll learn the documentation about change the map and use the spawn gameobject.. Actually I didn't read that yet.. :D
    but if I still have a problem, would you like to help me? ;)
     
  15. VirtuElle

    VirtuElle

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    Sure, I always try to help my users as much I can to install and use MultiOnline ;)
     
    rizqiaws likes this.
  16. RealSoftGames

    RealSoftGames

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    one quick request before i decide to purchase this asset, is it ever going to have the option t outsource the Hosting to a dedicated server, such as a cloud service for example etc photon servers or other reasonably priced servers due to players not actually having the bandwidth to host a game. or also after some research maybe even SmartFox server, And a possibility to add an option for purchased accounts Such as a Purchase Code (CD-Key) or if anyone knows of a workaround to add something like this to the SQL Database, and also for created accounts to save the loot to the character in some sort of inventory / Global inventory (Safe) something accessible from the game menu.
     
  17. VirtuElle

    VirtuElle

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    Hi,
    Currently there is the dedicated server option which allow to host games anywhere, on a computer or other server. There is no cloud option or something like that.
    About add elements in the SQL database, that's possible, I made a tutorial for that, I could send it to you (but it require some bases in programming).
     
  18. RealSoftGames

    RealSoftGames

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    hi having some issues setting this up, i tried doing it with what you suggested using AlwaysData, but it would always dropout and crash before i could do anything, now i brought a Hosting subscription with Web.com i tried following your tutorial still, but without luck still no results, only getting PHP code on the site not the actual database that should be showing up in the folder, also does not have a www Folder included when i signed up had htdocs some further help would be much appreciated, this is very frustrating to set up and nothing like the video =/

    https://www.dropbox.com/s/oq33ptzsusnt21y/Screenshot 2014-09-15 05.37.31.png?dl=0

    Screen on teh left is what happens when i open it with a different Browser

    if so any possibility to use this without the installer e.g do this manually with some help.
     
    Last edited: Sep 14, 2014
  19. VirtuElle

    VirtuElle

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    I saw that you put the ftp address in the web browser (ftp://ftp.alwaysdata.com/...), I think that's the reason why it don't work correctly. This address is made for ftp connection with your website, that's not the url of your website.
    If you use alwaysData, your url is: yourUserName.alwaysdata.net, so you must go on the page yourUserName.alwaysdata.net/MultiOnline3/install.php (it is a subdomain, so as you can see, you must not put "www" at the start of the url).

    So try this, and if it still don't work contact me back, so that I will explain you how install the database manually.
     
  20. trhero

    trhero

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    Mar 6, 2014
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    Hello,
    i want to ask new versions maybe voice chat in game?
    and it possible to add voice chat this version?
     
  21. VirtuElle

    VirtuElle

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    Hi, no, I don't think that I will add a voice chat, but there are some assets specialized for voice chat in the asset store, so you can use one of them with MultiOnline.
     
  22. sandroe

    sandroe

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    Aug 30, 2014
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    hy virtuelle...

    how i can add new scene between scene menu and scene map 1 without error...
    for example i've add new scene with name "Scenario", and i want set the scenario before user can play in map 1..
     
  23. smokegun

    smokegun

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    Dec 13, 2012
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    Hello iv'e got a problem.
    I am making a game using MultiOnline.
    The problem is that my player has a capsule filter.
    But you can't see eachother in the game???? and if i look in the scene mode of unity i can see both players?????



    Why not in game how can i fix this?
     
  24. smokegun

    smokegun

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    Dec 13, 2012
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    Nevermind i fixed it it was a bug in my camera script :D
    But i've got another problem if i walk with 1 player all players are walking????
    if changed the script MPlayerNetwork but it doesn't work????





    please help me?
     
  25. VirtuElle

    VirtuElle

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    Hi,

    Add your new scene in the build settings, and on MNetwork, change the line 319, put the name of your scene instead "gameInfo.mapName".
     
  26. VirtuElle

    VirtuElle

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    That's strange, it must work. Are you sure that you have well disabled all the scripts, even the scripts which are in the children gameobjects of your main player gameobject ?
    Check also that the new version of the script have well been taken by the player gameobject which is on the Spawns (on your maps), and also that you have well rebuild the game (crtl + b).
     
  27. smokegun

    smokegun

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    Ok thank you i've got a question wich i realy want to ask.

    I hope you will made this :D

    Can you please please please add a game mode option???
    so we can add multiple game modes wich have their own maps.
    because i am making a multiplayer shooter and i've got elemination co-op and team death match.
    Hope you'll do this let us know.
     
    VirtuElle likes this.
  28. VirtuElle

    VirtuElle

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    Yes, that could be a feature for a later version. I keep it in mind, but I don't promise.
     
  29. Neoshiftr

    Neoshiftr

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    Can you use this with NGUI? So you make / buy a custom GUISkin and use it.
     
  30. smokegun

    smokegun

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    Thank you :D
    I realy hope you'll add it and i think i am not the only one how wants that :p
     
    VirtuElle likes this.
  31. VirtuElle

    VirtuElle

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    In this new version there a easy way to custom the default skin using Unity GUISkin.
    About the NGUI or other GUI assets, it may work, but it hasn't been tested, so I cannot guarantee that it will be easy to make the assets work together.
     
  32. kinghack

    kinghack

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    I have a function which remotely rotates the player prefabs spine.

    if(Input.GetAxis("Mouse Y")<0){
    if( MinLook < 35 )
    MaxLook -= 1;
    if( MinLook < 35 )
    Spine.transform.Rotate(0, 2.5f, 0);
    if( MinLook < 35 )
    MinLook += 1;

    }

    if(Input.GetAxis("Mouse Y")>0){
    if( MaxLook < 35 )
    MinLook -= 1;
    if( MaxLook < 35 )
    Spine.transform.Rotate(0, -2.5f, 0);
    if( MaxLook < 35 )
    MaxLook += 1;
    }
    }

    How would I be able to make it so other players can see this happen?

    Cheers.
     
  33. VirtuElle

    VirtuElle

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    If you just attach the script to your player, and if the player have well a networkView, the other player should see this happen.
     
  34. kinghack

    kinghack

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    Cheers!
     
  35. RealSoftGames

    RealSoftGames

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    Hi, is this easily added to an existing project that is currently an offline game?
     
  36. sandroe

    sandroe

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    Hy Virtuelle,

    I am using plugin multionline in my project...
    If i using in internet without proxy and authentification username & password, i can run my project normally..
    But, when i use in internet using authentification username and password in the network (example : in my college network ), i can't login to with my unity project ..
    Message when i run my project in unity : "Invalid username and password..."
     
  37. VirtuElle

    VirtuElle

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    I have made the asset in order to make it the more adaptable as possible to a project.
    If you created your project yourself, and so, if you know how it work, it must be quite easy to add MO.
    If you you used other assets, it may be a little bit more difficult, but also possible.
    This tutorial may help you to have an idee about how integrated MO to your game.
     
  38. VirtuElle

    VirtuElle

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    Hi, I sent you a private message.
     
  39. kinghack

    kinghack

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    Iv noticed that Physics Collision doesn't seem to detect to well with the network especially if the object you are trying to detect collision with is moving at a fast speed. Would you know any alternatives by any chance to collision detection?

    Thanks, love the asset keep up the good work :).
     
  40. VirtuElle

    VirtuElle

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    Hi,
    Unfortunately, I don't know any other alternative about it, but I'll try to think about it.
     
  41. kinghack

    kinghack

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    Ok cheers.
     
  42. sandroe

    sandroe

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    Hi VirtuElle,

    I get a new problem, I try to build my project to be web player. When I started, this application status always wait and don't go to next step.
    This is the ScreenShot : BMSwebplayer.png
     
  43. VirtuElle

    VirtuElle

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    Hi,

    That's because your web player is not on your web hosting.

    For security reasons, a game built for webplayer cannot access to webpages which are not on the same webhosting as the webplayer. I can see here that you built for webplayer, but you open the .html file locally, that's why it doesn't work.

    Look at the doc part 7.5 (page 68), it explains everything about that.
     
  44. mkgame

    mkgame

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    Hi,

    you put really a lot of work in OnGUI, the bad thing in this is, that nobody use direktly the OnGUI GUI (not for serious games). The most popular solution in the unity asset store is the NGUI GUI, in that i try to adapt this asset. It is horrible to onvert OnGUI in NGUI... (Takes a lot of time.) But after, the code looks much more better and i can use it in my game.

    1. Could you support NGUI in later releases?

    2. Do you have any lag interpolation in your network solution? (Smooth movement, even if lags are available.)

    Thanks for the answers in advance
     
  45. VirtuElle

    VirtuElle

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    That's true that I made a full GUI system on my asset, based on OnGUI, because I wanted my asset to be "ready to use".
    I know it may be a problem for some users, but I tried to separate as much as possible the display functions to the domain functions, so, I think that integrate another GUI system isn't a real problem.

    I don't think, because that would mean doing a special version, only for people who use this asset.
    But, I saw that Unity 4.6 provides a new GUI system, and I prefer learn about it, and make my assets compatible with this new system. Because that's a system the everybody will have, without have to buy anything more.

    No, there is no special solution for that. MO is based on Unity network system, that's all, but you can use any Unity network function with it. About lag, you can, for example, adjust the sendrate to reduce it.

    No problem ,for any other question, feel free to ask it
     
  46. RandAlThor

    RandAlThor

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    Did i hear this asset and hopefully the lan kit too get´s compatible with Unity´s own new GUI system?
    Hope you will learn fast ;)
     
  47. VirtuElle

    VirtuElle

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    Yes, I hope I'll soon have time for that ;)
     
  48. kiugetski

    kiugetski

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    Cant see my games and all ports are open ...
     
  49. colorcraft

    colorcraft

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    Is it possible to have Server side functionality?
     
  50. VirtuElle

    VirtuElle

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    When you create a game, does your game is well saved in the database?
    Check it form phpMyAdmin, when you create a game, it must be saved in the table "games".
    If the game is not here, you have maybe a problem with the "call intervall".
    Which web hosting do you use ?