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Unity Multiplayer [SOLVED] Is The NetworkProximityChecker Component Broken? ( 2017.2.0f3 )

Discussion in 'Multiplayer' started by rob_vld, Oct 22, 2017.

  1. rob_vld

    rob_vld

    Joined:
    Jul 9, 2013
    Posts:
    180
    Without it:
    After the client connects, both the server and the client shows the network object.

    With it:
    After the client connects, only the server shows the network object.

    - Unchecking the NetworkProximityChecker component in the Hierarchy acts like it is still checked; I have to remove the component from the object to make it work again.

    - Same applies with multiple connects.

    - Tested this also with 2017.1.0f3

    I hope someone is able/willing to verify?
     
    Last edited: Oct 22, 2017
  2. rob_vld

    rob_vld

    Joined:
    Jul 9, 2013
    Posts:
    180
    *facepalm*


    I think i have found the -only- mention on the internet someone saying that the network object(server side) needs to have at least a collider!

    Maybe obvious to you, but not to me... - This information is imo lacking from the unity manual/script overview!

    Just putting this out here for my offspring...

    Thanks.



    Unity Manual:
    Unity Scripting:
     
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