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UniKnowledge entry: Unity Networking the Zero to Hero guide

Discussion in 'Connected Games' started by MikeHergaarden, Aug 23, 2009.

  1. SevenBits

    SevenBits

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    I get a 404 on both links. Might want to check that.
     
  2. Kaiser

    Kaiser

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    I was wondering if there is any way to check and confirm if a NetworkViewID has been destroyed with Network.Destroy()?
     
  3. _zeta

    _zeta

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    Could you Reupload Both Tutorial Parts!
    As i understand its still aviable as free alternative to AStore Paid One?
    Well then it should be still there........
     
  4. penna91

    penna91

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  5. ekocabas

    ekocabas

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    I was following this tutorial, as you said before, if we wanna use them in mobile devices such as android phones, we need to have unity pro license. I have Unity Pro, Android Pro but I was unable to run your tutorial on mobil devices, it runs but it never connects the server that I created on Windows computer (phone and computer are in the same Wifi network)

    Can you provide some help ? Do we need to change some settings in Unity to activate network ? Internet connection is ok in Android Manifest
     
  6. altair2020

    altair2020

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    I'm quite disappointed you guys tried to commercialize a networking tutorial on the asset store.

    It would have been really nice to a guide without the cost of 85$.

    I cannot justify this...
     
  7. Shaba1

    Shaba1

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    Is there anywhere to get the original pdf file Unity Networking Zero to Hero? I know there is a new version at the asset store but I would like to see the original before I pay for something I might not need or like.
     
  8. willemsenzo

    willemsenzo

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  9. Virishii

    Virishii

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    any idea what could be causing a message of "level0 is corrupted! Remove it and launch unity again!
    [position out of bounds! 1632079837 > 7688]

    then

    any idea what could be causing a message of "level0 is corrupted! Remove it and launch unity again!
    [position out of bounds! 1632079837 > 7640]
    A script behavior has a different serialization layout when loading. Read 52 bytes but expected 56 bytes)
    Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?

    I made a project based off of your FPS game in your tutorial project, and I am using an almost unchanged connection menu scene from that as well.
    I am not using any #ifdef unity editor, and I have also noticed that your code as it is calls Awake functions 3 times. I am spawning a player object with the only main camera on Start()

    Any ideas?
     
  10. Shaba1

    Shaba1

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  11. princeadj14

    princeadj14

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    i dont what is the problem in example 4 when the client connect to the server they spawn two player .. please help me thank you in advance please
     
  12. Christofarien

    Christofarien

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    It seems like the downloads for the project and pdf are too old or something, when I followed the links, the site told me that the pages were not found. Can they be found somewhere else? :(
     
  13. Adam-Buckner

    Adam-Buckner

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    The media fire and PDF links above seems to work, tho' I didn't initiate the media fire download for the project.

    Please be aware that this is a project from 2009 (4-5 years ago!) and from an earlier version of Unity (2.0??).

    Use with caution.

    You can check the official documentation here:
    http://docs.unity3d.com/Documentation/Manual/NetworkedMultiplayer.html