Questions tagged [unity-networking]
Unity 5.1 introduced a new framework to handle client+server networking, also known as UNet.
169 questions
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How to disable lobby/relay for a project in Unity?
Me and a friend created a basic multiplayer game in Unity using Netcode For GameObjects. We also used Lobby and Relay Gaming Services to make it easier to play with each other.
There is only one ...
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Designing a buff/debuff system in a multiplayer game
I'm new to netcode and game dev and I'd like some input on a multiplayer buff/debuff system I'm working on in Unity, using NGO with a dedicated server. I aim to use a server authoritative architecture ...
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Unsure why my transform are not syncing
I am using this Kinematic Character Control package
I setup some Character Controls and all looks like it works fine in local. I am trying to setup some basic Networking.
I installed Network for ...
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Not able to host a Unity Netcode Game on specific device, but I'm able to join as a client on the same device
I'm trying to create a Unity netcode LAN connection between a few devices. It works fine with a few devices as the host or the client, but some devices can only connect as a client and are not able to ...
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Canvas that should only be visible for local player is also visible for remote players
I'm using Unity NetCode for Game Objects. I have a player Prefab, inside it I have a canvas as a child of my player Prefab (I don't know if it's the best approach), which contains inventory, status, ...
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Both players turn around at the same time
i got the main camera following the players but once a player rotate to left or right the other player would do it too at the same time. I noticed that the event happens on void Turning() (on the ...
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How do you upload an AudioClip to a server in Unity?
My current approach is to take an AudioClip, turn it into a byte array, then put it into an UploadHandler, attached to a UnityWebRequest, to send a POST request to a server.
Right now, when I pass ...
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Unity Netcode how to resolve responsiveness issues on the client?
I have been reading the Unity Netcode manual and other related articles, which explains very clearly why it is essential to care about latency. Still, I haven't seen good examples of implementing a ...
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Multiserver support in Mirror [Unity]
Is there any mechanism in Mirror networking library to scale the load in case single server gets overloaded?
There is possibility to use "lobby" conception, but if you want all players to ...
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Why nobody creates shared world games? [closed]
Vast majority of modern network games use "lobby" conception: when limited amount of players connect to a single lobby server and play the game in isolation from everyone else who is not in ...
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Unity MLAPI Instance server
I am currently developing a multiplayer game with unity using MLAPI sdk.
Right now i have an API Gateway for everything that is not directly gameplay and theirs also Zone servers AKA Gameplay servers. ...
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How do I track 2 lights in real time with a camera and send it to a phone in Unity?
I am trying to track 2 lights and send that data to Unity for VR controller tracking. How do I get started? Do I make an app that communicates with Wifi or something? And how do I detect the lights? ...
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How to save user progress and report on the server?
I'm developing a game that consists of many mini-games. We want the user username to be recorded and saved. Also, each time the user plays one of the mini-games, some reports for that specific mini-...
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521
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Download Progress bar from Firebase Storage
Im trying to make a progress bar based on downloaded images from Firebase storage, now firebase does provide a snipper which works per image
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400 bad request UnityWebRequest
hey everyone any ideas why im getting a 400 error? im trying to post a json to a subscription list. doing that through postman works just fine!
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Mirror Networking; How to Pass/Sync c# actions?
Since you can not pass actions as parameters to commands and rpc calls, how would you sync actions ? My main goal is to find an easy and generic way for objects to easily do actions from their local ...
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Mirror/Unet, RegisterSpawnHandler throws invalid asset Id error because assetId is 0 for dynamically loaded assetbundles
Its weird how documentation literally states that
For more advanced uses, such as object pools or dynamically created
Assets, you can use the ClientScene.RegisterSpawnHandler method
But seems like ...
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How does a server receive every player input with a server-authoritative structure?
I've been having a lot of trouble understanding networking in fast-paced games. A server has a fixed tickrate, and the server receives input from clients at a fixed rate as well. Let's assume that a ...
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Unity Mirror Network Transform not working
I am having an issue with Mirror's network transform component in unity. Players cannot see each other move, and in the inspector window only the host's player moves (this is not updated to the ...
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How to make it so that players can only see one specific player but not the others?
I'm developing an educational game whose main mechanics are not multiplayer-oriented. However, I would like to add a feature that allows the teacher to enter the game and all students can see him, but ...
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Cost of Unity Local Multiplayer VS Unity Online Multiplayer
I know that making multiplayer games in Unity costs money because of the servers that are used in connecting the players. So basically its free upto 20 CCU and then it increases as per the CCU. Its ...
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Issues using NetworkServer.Spawn with Unity and Mirror-Networking
I am using Mirror to handle the networking aspect
When I spawn an object on the network, I Instantiate it on the server and then use NetworkServer.Spawn to notify all clients to spawn the object.
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Networking - assigning IDs to entities
Maybe I'm asking dumb question, but this problems bothers me...
So I have my networked game in Unity (client), and server written in C# (without Unity). I Use ENet library for networking. Most of ...
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Unity network player synchronization issues with HingeJoint(s)
I have a vehicle with custom wheels which are connected to it by the HingeJoint components. Everything works perfectly when using this car in single-player mode. Wheels are actually as ...
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Simple networking, now that UNet is deprecated [duplicate]
I'm prototyping a two-player typing game in Unity. I don't have any experience making multiplayer games, so I'm not sure how to best approach the netcode.
For this game all I think I really need is ...