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Questions tagged [unity-networking]

Unity 5.1 introduced a new framework to handle client+server networking, also known as UNet.

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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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 ...
Çağatay IŞIK's user avatar
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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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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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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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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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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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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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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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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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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 ...
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