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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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Is this enough calculation on server-side to be secure?

I'm a beginner about client/server calculations and relationships (never trust the client), and I would like to know if I did or didn't get the concept right. My weapons are calling this function ...
Jirne's user avatar
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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 ...
Crocsx's user avatar
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Best way to create a 2 player networked game

I've been dabbling in Unity. I learned the basics and I've created a few small games and one larger one. All of them were single player games. Now I want to create a game that's a 2 player - pretty ...
Kaiannae's user avatar
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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 ...
JOYSON S T's user avatar
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Client error I can't spawn canvas and asign it to my client player -Netcode for Gameobjects

in my netcode unity c# code I have a host and a client, and each time i try to instantiate a client I get this error even though canvasInstance is not null since it's passing the debug ...
Jamelaumn's user avatar
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Client Player not moving - NetCode for Game objects - NetworkTransform

when the host try to move it works perfectly fine, but on the client, the client player does not move ...
Jamelaumn's user avatar
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88 views

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, ...
Jamelaumn's user avatar
2 votes
1 answer
131 views

How can I secure my data in Unity?

I have a tenant ID and client secret that I use to access my server and return an API key for users. I put it in start() However, hackers can decompile my game and access the server data. Is there any ...
jasmine zhao's user avatar
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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 ...
RandomNoobDev's user avatar
1 vote
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144 views

FPS Networking Rollback Algorithm

I'm attempting to implement rollback networking for an FPS game right now, but I'm not entirely sure about how to proceed. From what I know, it is bad practice to send over client positions whenever ...
TakeMeHomeCountryRoads's user avatar
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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 ...
cadburia's user avatar
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Unity UNET Project suddenly does not work anymore

I have an older Unity Unet Game which I build 2 or 3 years ago and forgot about it. Now I wanted to show it to a friend but it does not work anymore. When I start the server as player1 in the editor I ...
MBrain's user avatar
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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 ...
Fabio S.'s user avatar
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2 answers
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Host & Client user input moving both Player prefabs at the same time

I have a player controller attached to the Player prefab - along with the NGO components Network Object Client Network Transform Network Animator In the Network Manager I have the Player prefab added ...
Kevin_Buckeejit's user avatar
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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 ...
AseN's user avatar
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Synvar not syncing when Instantiating gameObject

I am instantiating a gameObject server-side using the code below. The problem I am facing is that the SyncVar "PlayerUnit" is null on the client, even though I referenced a networked ...
ToltottKaposzta's user avatar
1 vote
1 answer
207 views

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 ...
AseN's user avatar
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Unity Multiplayer Sync Bools

I have a little problem with syncing booleans on my networking game. I use the Mirror-Package for networking and use KCP for transport. When the players basicly collide each other (using a sphere ...
aleqkzander's user avatar
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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. ...
Mathieu Landry's user avatar
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Unity HTTP webrequest is very slow on localhost

I'm working on an online game on my computer localhost. to do this I use Xampp. Anyway, my problem is that the UnityWebRequests ...
iman_sh's user avatar
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1 answer
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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? ...
jppboi's user avatar
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2 votes
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How to Share Screen in Unity

I am trying to create a virtual workspace where one user can share his computer screen (and show what other Desktop applications are running) onto an in-game screen in unity. By researching I did not ...
Mike Harb's user avatar
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242 views

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-...
Alireza Pir's user avatar
3 votes
2 answers
227 views

Prevent multiple input packets to authoritative server

I'm working on a simple game with an authoritative server. The player can move in 4 directions on a 2D board. The game samples input at 30hz and sends it to the server. The server also runs at 30hz. ...
GPA's user avatar
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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 ...
stratos la's user avatar
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1 answer
191 views

Parse Data on runtime into JSON

I have been trying to work out a subscription form for my game and thanks to you guys here, I came to a solution which works but still needs some changes. The idea is to have an input field in the ...
stratos la's user avatar
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1 answer
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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! ...
stratos la's user avatar
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1 answer
75 views

Unity mailchimp / Klaviyo subscription form

Hey everyone so i want to add a subscription form on my game. so far i can send data to a database and display them on a leaderboard, i found a similar question here but its a bit outdated. Ideally i ...
stratos la's user avatar
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408 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 ...
Çağatay IŞIK's user avatar
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2 answers
230 views

If i make a game in Unity where a player can host their own servers, will it still cost me more money?

I know that with Unity's networking system, you will have to pay Unity if you have more than X players on your servers at the same time. I believe this is because that Unity is hosting the servers, ...
Millard's user avatar
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1 vote
1 answer
811 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
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Difference between [P2P] Relay Servers and Dedicated Game Servers?

I came across this unity Unity conference video on buillding multiplayer games https://www.youtube.com/watch?v=CuQF7hXlVyk Form, this image we can see there are 3 P2P methods and 1 Direct client ...
youhsia's user avatar
2 votes
0 answers
380 views

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 ...
blackhole's user avatar
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0 answers
1k views

"The server isn't currently responsive" error when trying to log into Unity Hub

I had reinstalled Unity and Unity Hub to fix package manager error, and when I try to log into Unity Hub after it installs, i get the following error "The server is currently unresponsive" I tried ...
Matatatutu's user avatar
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0 answers
1k views

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 ...
Ben's user avatar
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1 answer
104 views

Can't join to room through Unity's Matchmaking system on the Internet

It works perfectly when I try to connect locally from my editor to my running build. But after I start the server on my Android, and try to connect to it from my editor, it time outs: As you can see,...
Tudvari's user avatar
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1 answer
63 views

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 ...
Andres Sarmiento's user avatar
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0 answers
266 views

WebSocketSharp For Unity

I have integrated WebSocketSharp with Unity 2018.4.14f1 and it works well with Android and IOS. I wanted to know that most of the other socket.io plugins for unity have a wrapper of Class Packet over ...
user135890's user avatar
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0 answers
440 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 ...
Sarvagna Shukla's user avatar
5 votes
1 answer
10k views

How can I use websockets in a Unity WebGL project?

There are plenty of good Websocket APIs for C#, but I run into trouble when targeting Unity WebGL due to this restriction described in the Unity documentation: No direct socket access Due to ...
Jonas Re's user avatar
1 vote
1 answer
4k views

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. ...
Spartk's user avatar
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1 vote
2 answers
1k views

How can I read a value from a file accessed via the Internet?

I have made text file and I put it on Dropbox, I have in this text file a value. From my code, I want to check if this value is 1. I have tried this code, inspired by the Unity example, but it looks ...
NADER LABBAD's user avatar
0 votes
1 answer
141 views

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 ...
Klocek's user avatar
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1 vote
0 answers
168 views

Destroying a networked projectile and creating a client side visual for all clients in Unity?

I'm making a shooter in Unity with UNET, and of course I handle projectile (like arrows) collision on the server. The arrows are Networked rigidbodies with NetworkBehaviours, and I would like to ...
Tudvari's user avatar
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0 answers
401 views

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 ...
Serg's user avatar
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1 vote
1 answer
4k views

Peer-to-peer Multiplayer Game [closed]

I built a casual game where the user answer the right word in random question. Now I want to make this game multiplayer (4 players) working on smartphones and tablets (Androird & iOS) where all ...
Lobsang White's user avatar
2 votes
0 answers
266 views

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 ...
crass_sandwich's user avatar
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0 answers
25 views

Networking and Timing issue

I have been trying to use the low-level API for UNET and the focus of this problem is this: ...
Parsa Rahimi's user avatar
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0 answers
88 views

Unity: How do I fix the players model rotation in a NetworkManager to spawn properly?

How do I fix the players model rotation in a NetworkManager to spawn properly? I created a game with the NetworkManager code. Player Model is a cone I made and imported. all works fine but when the ...
TeachMeEverything's user avatar
0 votes
1 answer
183 views

SerialPort() data reading slowing down Unity

I am sending a few data from Arduino Uno to Unity using serial Port, baud rate is 115200. Still Unity is response time is pretty poor. At first it takes fraction ...
Maifee Ul Asad's user avatar