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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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  2. colorcraft

    colorcraft

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    So that would allow me to have server side functions on the dedicated server that players are not able to access threw their client like cheating and exploiting?
     
  3. kinghack

    kinghack

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    Iv just removed MultiOnline and started again and everything seems to be working fine until I make a server the server is showing up in the Database but when I check the 25565 port it appears to be closed however if I run Minecraft on the 25565 port it shows the 25565 port to be open.
     
  4. AlteredPlanets

    AlteredPlanets

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    Can I use this with photon?
     
  5. VirtuElle

    VirtuElle

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    Yes, you could add special functions one your server side in this goal.
     
  6. VirtuElle

    VirtuElle

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    I'm not sure that I understand. So you game is well registered in the database, and the players cannot join it ?
    Do you have a error message ?
     
  7. VirtuElle

    VirtuElle

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    Hi, no, because Multionline is an alternative of photon, so it would have no sense.
     
  8. kinghack

    kinghack

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    The error message is "Its impossible to join this host" but basically when I run the server http://www.yougetsignal.com/tools/open-ports this site shows that the 25565 port is not open. Even though I have opened the 25565 port in my router. But other server software's work with the forwarding.
     
    Last edited: Dec 11, 2014
  9. VirtuElle

    VirtuElle

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    That's strange, but it's possible that your 25565 port is already taken by an other software, so it cannot be used by MO. Did you tried on an other port ?

    An other question, who is the player ? Because if you "simulate" a player by opening MO on the same computer as you created the server, it must work, even without port forwarding.
     
  10. kinghack

    kinghack

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    I simulated it with opening it on the same computer. I have no other software using the 25565 port. but no servers are showing up in the browser.

    But iv fixed it now because I just remember I had this issue before and you helped me fix it.

    It works when you connect to a Game. But not when you connect to a dedicated server I get the error message "Connection request to 192.168.20.2 failed. are you sure the server can be connected to" And that's not my IPv4 address my IPv4 address is 192.168.20.4
     
    Last edited: Dec 11, 2014
  11. colorcraft

    colorcraft

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    Is there a way that I can update the position of network projectiles across all clients so their collisions detect better.
     
  12. VirtuElle

    VirtuElle

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    That's very stange. Which ip is saved in your database for this server (look in server table) ?
     
  13. VirtuElle

    VirtuElle

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    Yes, juste use a RPC function this the mode RPCNode.all. The RPC functions can take Vector3 as parameter type, so for a position it's exactly what you need.
     
  14. colorcraft

    colorcraft

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    Sorry i'm very new to using RPC but this is what I tried

    void Update () {

    if(Input.GetMouseButtonDown(0)) {

    Shoot(new Vector3());
    networkView.RPC ("Shoot", RPCMode.Others);

    }
    }

    [RPC]
    void Shoot (Vector3 position){

    Network.Instantiate(Bullet, BulletSpawn.transform.position, BulletSpawn.transform.rotation, 0);


    }

    The collision is still very poor but I may have done this wrong.
     
    Last edited: Dec 14, 2014
  15. VirtuElle

    VirtuElle

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    In fact I don't really understand, what are you trying to do exactly ?
     
  16. colorcraft

    colorcraft

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    Make projectile bullet collision collide better
     
  17. sbrtate22

    sbrtate22

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    need help the games will not create in the lobby just says searching wat am i doing wrong
     
  18. sbrtate22

    sbrtate22

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    creating game error please help when i click create game its says error ????????????????????
     
  19. tequyla

    tequyla

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    Hi,

    i m not sure, can i host world, authentificatin, characters and chat on specific server ( i need to open the network rules) or kit is : all in one ?

    c8
     
  20. mkgame

    mkgame

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    The new GUI system is nearly the same like the NGUI one. Converting them is not a big issue. The guy who wrote NGUI worked also 13 month for Unity. Both solutions looks very similar. Unity did with this new GUI nothing good for NGUI user (there are a lot), i feel myself stung knife in the back from Unity.

    However, a new Unity GUI solution would be also awesome.
     
    Last edited: Dec 17, 2014
  21. VirtuElle

    VirtuElle

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    Ok, I think your must learn more about the working of the RPC function.
    RPC function must call a function which take the coordonate and the NetworkViewId of the bullet, so that you can synchronise the bullet position for all the players.
    Look the function SendPosition() line 871 in MNetwork, it is used to synchronize the players positions, so your function must work in the same way, with the bullet position instead the player position.

    Did you tried to put an upper value in the Sendrate ? It may resolve your problem too.
     
  22. VirtuElle

    VirtuElle

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    Check first that the game is well created in the database (table "games"), and check that the game is still in the database after you clicked on "Join"
     
  23. VirtuElle

    VirtuElle

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    Hi,
    I'm not sure I understand your question, but the asset work with Unity network system, and you need only a web hosting to make it work..
     
  24. VirtuElle

    VirtuElle

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    Ok, thanks for your message, that's very interesting, I didn't know that.
    I rejoice to discover this new GUI system.
     
  25. smokegun

    smokegun

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    I've got a big question i have Multionline but is it possible to create a multiplayer game using UFPS&MO ???
     
  26. kinghack

    kinghack

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    Is it possible to user Mecanim animations over the network with Multionline?
     
  27. VirtuElle

    VirtuElle

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    I think that it's possible, but it will require some work to make UFPS work with MO. You'll have to understand how UFPS works in order to integrate it to MO. But if you are good in programming, it's possible.
     
  28. VirtuElle

    VirtuElle

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    Yes I think so, you'll just have to call your animation across network, the documentation explains how do that, and also this tutorial:
     
  29. Shigidy

    Shigidy

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  30. odival

    odival

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    Can I use Openshift Online as a webhost for the php files? I dont really wanna enter my credit card info on AlwaysData. Any other good free alternative?
     
  31. smokegun

    smokegun

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  32. VirtuElle

    VirtuElle

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    I didn't tried, but MultiOnline may work with any other asset. But make differents assets work together require some knowledge in programming, and that's not always easy.
     
  33. VirtuElle

    VirtuElle

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    Yes, you can use any web hosting. MO doesn't require special features, only PHP 5 (with activated mail function PDO extension) and MySQL.
     
  34. fearlessneon

    fearlessneon

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    I am currently making a free roam game and i had a few question but before that wanted to say that this is and unbelievable system it took just a couple minutes to set it all up. There was a little glitch were when i enter in text on the MText resource it will reset it when i start the game and i cant find a solution i tried editing the code but it keeps changing back. I also had a few questions.

    Can I remove some of the View games colums like Game name, Map, Host type?

    Can i change the order of the main menu From ONLINE ACCOUNT, ONLINE GAMES, EXIT to PLAY ONLINE, PROFILE, EXIT.
     
  35. VirtuElle

    VirtuElle

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    Yes, there a little note in the documentation about it: I noticed that when we directly change data of an object which is in Resource folder, the new data are not correctly saved. So, when you change the data of MText, you must drag the object in a game scene, click on your object from the game scene, change the data from there, and drop back the object on "himself", on the Resource folder.

    Yes , the display of the menu "View games" is managed by the function DiplayGameList() on MOMenu.
    I think that you will easily understand how delete some cols when you will see the code of this function, if you need more detail, you can ask me.

    Sure, the main menu is displayed by the function DisplayMainMenu() on MMenu. The order of the menu is the same as in code, so, you juste have to change the order of the buttons in code, and that will change the order in the display. To change the text of the button, it's directly on MText (Main menu text / Button)
     
  36. fearlessneon

    fearlessneon

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    I tried deleting the host type tab and it worked but it still says the host type on the server below. Also i was wondering will there be any future updates?
     

    Attached Files:

    Last edited: Dec 31, 2014
  37. VirtuElle

    VirtuElle

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    I guess you deleted/put in comments the lines 468 to 471, which manages the cols titles. You also have to delete / put in comments the lines 518 and 519 with display the host type of each game. About an update, it's currently not planned.e.
     
  38. fearlessneon

    fearlessneon

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    Okay so i got all of the columns I wanted removed but now they are over lapping.
     
  39. VirtuElle

    VirtuElle

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    You can change the cols width from MText -> Size parameters -> Game list, it may resolve your problem.
     
  40. swatproject

    swatproject

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    Hi, i am a developer at firefly games.

    we are currently working on are survival multiplayer fps game however we have run into many difficultys
    on the way. we are currently searching for a networking soulution for are game however it needs to be free.
    whats great about multionline is that it comes with all the menus precoded. of course we only want the best of the best for are games. so all of us at firefly games would like
    to ask you a favour. would you be kind enough to give your multionline asset to us for free so we can continue with
    the development of the game.

    kind regards, Jacob CEO of Firefly Games
     
    Last edited: Jan 3, 2015
  41. VirtuElle

    VirtuElle

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    Hi Jacob,
    Many thanks for your interest about MultiOnline, but I'm sorry to tell you that I don't provide free licenses for my assets.
    I think that it would no be very fair to give my assets for free to some people while my others users have paid for it.
    And also it don't think that the price is too expensive according to the time I spend to develop the assets, and also for the support I provide.
    I hope you can understand that.

    Best Regards,

    VirtuElle
     
  42. swatproject

    swatproject

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    Not at all a problem thank you for your time
     
  43. kinghack

    kinghack

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    How do I add a guiskin for the in-game chat? also is there a way I can make the chat field become focused on a key press?

    Thanks
     
    Last edited: Jan 8, 2015
  44. VirtuElle

    VirtuElle

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    To change the guiskin, that's on MText (Resource folder). open "Game menu text", and you have a field to put the guiskin of your choice

    Yes, the function which manages the chat is on MGameMenu, that's directly the OnGUI() function. So you can add a condition to make the chat appears when you press a key.
     
  45. kinghack

    kinghack

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    I did that But that does not affect the chat box text field?
     
    Last edited: Jan 9, 2015
  46. VirtuElle

    VirtuElle

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    You're right, I'm sorry, I missed somethind.
    On MGameChat, add this "GUI.skin = menuSrc.text.gmCustomSkin;", line 29.
     
  47. kinghack

    kinghack

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    Cheers thank you. no need to be sorry.

    For some strange reason when I setup a game with out the dedicated server I can connect fine but when I try connect to a dedicated server it says Impossible to connect to 192.168.20.6 but that's not my ip my ip is 192.168.20.7. However if I manually connect to 192.168.20.7 I can connect to the dedicated server?

    One other thing. I have a Skybox for my scene which runs off of a Float is there a way I can have the float on a timer server side and then tell all the clients what their skybox floats should be so that if a player joins at a different time to another player everyone has the same sky box.

    Thanks.
     
  48. RealSoftGames

    RealSoftGames

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    hi, i had followed the tutorials and i use ipage for hosting. everything went smoothly though i can not create an account for my game always comes up with failed.

    errors im getting


    You are trying to load data from a www stream which had the following error when downloading.
    Recv failure: Connection was reset
    UnityEngine.WWW:get_text()
    MultiPlayer.<RegisterUser>c__Iterator2:MoveNext() (at Assets/MultiOnline/Scripts/MOServer.cs:6



    You are trying to load data from a www stream which had the following error when downloading.
    Recv failure: Connection was reset
    UnityEngine.WWW:get_text()
    MultiPlayer.<RegisterUser>c__Iterator2:MoveNext() (at Assets/MultiOnline/Scripts/MOServer.cs:73)
     
  49. VirtuElle

    VirtuElle

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    So the game with is hosted by the dedicated server appears on the game list but you cannot joint it ?
    Which ip is saved on the database for this dedicated server account (you can see it on the mysql table "servers")?

    Sure, you can put your an new attribut on MNetwork for example, with your timer, and you can use the function OnPlayerConnected()- which is called on the server each time a new user is connected - to call a RPC to this new user, in order to send him the current timer.
     
  50. VirtuElle

    VirtuElle

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    It seems that you have a problem when you try the load your web pages.
    Are you sure that you have well put the URL of your website on MOServer, line 13 ? And it well ends by a slash ?