Questions tagged [unet]

A multiplayer technology developed by Unity allowing easy multiplayer.

23 questions with no upvoted or accepted answers
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How do I resolve the error “Trying to send command for object without authority.”?

I don't know what I did wrong I tried couple different ways from not using commands to using SpawnWithClientAuthority. But It either gives build and compile errors ...
3
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0answers
244 views

UNET Performance of (many) Kinematic Rigidbodies

I am building a game in Unity in C# using the UNET networking elements. I am trying to figure out what is the performance cost of kinematic rigidbodies? My understanding is that, when kinematic, ...
2
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0answers
2k views

How to override the NetworkManager in Unet properly?

I need some customization on the NetworkManager Class for my game I'm working on. I've read, that it's pretty common to override stuff from the NetworkManager. So I've implemented the NetworkManager ...
1
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0answers
142 views

Spawn network objects in generated map

In my game, the server generates a procedural map, after send generation seed to generate it on the client. The client generates exactly the same map. In the map, I need to synchronize objects with ...
1
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0answers
91 views

Does Unity's Unet LLAPI compress data?

Does the NetworkTransport compress and decompress the data sent through the network?
1
vote
2answers
306 views

In Unity, how do I set constant player numbers such that all network clients agree on them?

We are currently writing an online game in Unity. The essential idea is that it is structured like a split-screen, couch co-op game, with the online being offered as an extension to allow multiple ...
1
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0answers
307 views

[SyncVar]s in Unity with client authority

I'm making an networked RTS in Unity, and I have a problem with syncing a boolean on a non-player object. I create the object (which is a boat) using ...
1
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0answers
69 views

Unity uNet Low Level API - which values should I snyc?

I am using unitys unet low level api: TransportLayer. I send my own message by converting strings to byte-arrays. I want a server authoritive setting, so that I can try to implement my own client ...
1
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0answers
350 views

Additive scene loading to UNet

I have a main scene where my player is loading as I start or join the server. On some player action, I want to load additive scenes in to my main scene. It is loading fine on the client, but not ...
1
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0answers
581 views

UNET (Multiplayer) calling [command] function twice

I am playing around with UNET but stuck into this weird problem/scenario while testing on same machine (unityEditor and buildRun to create "2 players/instances" The problem is weird interaction of [...
1
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0answers
36 views

Still players keep moving on the clients

With UNET, despite Interpolation is set to None in the NetworkTransform, I've noticed that ...
1
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0answers
46 views

Kinematic rigidbodies push each other in unet

https://youtu.be/j3f44E-ExLc I have a bunch of rigidbodies on each player, ALL set to kinematic. And this stuff happens. All the sword swinging is animation state driven, and basic back and forth and ...
1
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0answers
115 views

UDP client code throwing a very nonspecific exception

so I'm writing a UDP server and client on a couple of the machines in my virtual reality environment to allow (in this case) data from the location in the environment to trigger some air nozzles. The ...
0
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0answers
28 views

Game laggy for everyone after second client joins with Unity mirror networking

I would like to ask a question about mirror networking in Unity. I’ve already programed almost a whole game, but I got stuck on unexpected issue. Everything works great (even multiplayer) unless there ...
0
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0answers
16 views

Servers do not remove spawned prefab after disconnection

I built a multiplayer game with the Unity UNET. For doing this I bought a VPS server. Everything works fine. But sometimes when players want to quit the game, the servers do not destroy him from the ...
0
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0answers
60 views

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 ...
0
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0answers
232 views

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 ...
0
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0answers
52 views

Reseting a multiplayer scene in UNET, without losing connections

I have a game with only one scene, which has the basic Network Manager HUD. After I click "Host", and a few players join one by one, I want to restart the scene, so the early joiners won't have ...
0
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1answer
20 views

Can Inspector interactions be used with UNET

SyncVar and RPC calls allow a UNET server to send messages to clients, but these messages are not triggered if the server-side change comes from the inspector or a custom editor (and presumably any ...
0
votes
1answer
69 views

Message Passing b/w “LAN Server Only” and “LAN Client” on Different Scenes in Unity

I want to pass message back and forth on client and server which are on different scenes, how can I do that in Unity?** Following is my Scenario:- I have 5 scenes- BaseScene (2) OfflineScene (3) ...
0
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0answers
497 views

why command is not executing on local player

I am getting very strange behavior, if my player instantiate as host (Server+Player) then my command function runs perfectly and certain object become instantiate but if I join the host then my ...
0
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0answers
371 views

How to access network player from internet

I just followed a guide about basic UNet tut Here, Its spawning network car player which can be controlled by local player. I can make or join server through Network Manager HUD which is provide by ...
0
votes
1answer
788 views

How to stop a host from the client script?

I am developing a two player multiplayer game. Since its only two players, I don't want to keep my connection open if a player disconnects. Now this works well from the host side, through usage of <...