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5 votes
1 answer
776 views

How to make an authoritative server assign turn order numbers to players once they join?

I'm having trouble developing and understanding Server code. Currently, I'm trying to have each person that joins the Server be given a single digit ID that can then be used for determining turn order ...
SmileyTheMimic's user avatar
0 votes
0 answers
45 views

OnServerSceneChanged not executing

I've been trying to make a multiplayer game with mirror networking. The Network Manager works correctly when it comes to changing the scene, but the ...
koogel's user avatar
  • 79
0 votes
0 answers
38 views

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 ...
RandomNoobDev's user avatar
0 votes
0 answers
302 views

How to spawn object in a multiplayer game, without triggering "NetworkClient is not ready" error?

I'm trying make a multiplayer game, using Mirror, but can't get the health indicator to spawn. An error message appears: Send command attempted while NetworkClient is not ready. ...
Iya's user avatar
  • 1
0 votes
1 answer
750 views

How to reconnect a client to a match (not the server)

In a multiplayer client-server Unity project using Mirror networking, I have a matchmaking system where the server matches two players and gives them a MatchID. The ...
Saleh Hosseini's user avatar
1 vote
1 answer
858 views

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 ...
Nick's user avatar
  • 561