Questions tagged [unity-networking]

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

Filter by
Sorted by
Tagged with
8
votes
1answer
10k views

When to use Command and RpcClient

I'm working on a multiplayer turn-based project in unity 5.4 and Unity Networking. I'm trying to learn Networking and one thing I am wondering is when to use ...
5
votes
2answers
12k views

Why will my server not execute a command sent by the client in Unity 5.1?

I'm working on a very simple/basic client-server networking program, the basis of a future game I hope to create. Now the client program/project DOES successfully connect with the 'server program/...
5
votes
3answers
13k views

How do I Sync data from client to server?

I'm trying to Sync data from the client to the server using the new Unity Networking, and I'm failing for some reason. I've set up a prefab with a NetworkIdentity ...
5
votes
0answers
2k views

Unity3D LLAPI and Pyhton UDP communication

I need a Unity3D game on Android to receive UDP packages from a Python script running on a different device. Using System.Net is not (yet) an option, as it is only supported on Android with a valid ...
4
votes
4answers
3k views

How can one add a level to an already published ios/android unity3D game on a daily basis?

How can one add a level to an already published iOS/Android Unity3D game on a daily/weekly basis? I know this probably isn't feasible but it won't harm if I just made sure of it. Our game requires to ...
4
votes
2answers
12k views

Creating a master server for Unity game (Unity 2017)

I have a basic FPS game made in Unity. I am using the Unity NetworkManager, NetworkManagerUI and NetworkIdentity components that came with Unity. The game is working fine on my local network when I ...
4
votes
1answer
7k views

Unity and Thread for Reading UDP

I have a GameObject that reads sensor data coming in over UDP (formatted as JSON). What I am observing in that my handshake (dataReady) is getting cleared by the Update() cylcle fast enough, and I am ...
4
votes
1answer
1k views

AddComponent with Network* at runtime?

I am trying to figure out how to dynamically add network components to game objects that are managed by the network. I started unity about a month ago, and I started writing all sorts of components ...
4
votes
1answer
177 views

When creating a game, what are some architectural desgin concepts I can use to be able to port my game from single to multiplayer?

I am a software developer but, I mostly develop games in Unity. I have experience creating single player games as well as multiplayer games. I am at a crossroads where I am in the middle of ...
4
votes
1answer
830 views

Moving a character based on a list of Vector 3's

I have a client server scenario. On the server there is an AI character who chooses a random point on the map and pathfinds to it, when at that point it chooses a new point and pathfinds again etc. ...
4
votes
1answer
5k views

How do I make the host work in UNet?

According to the "High Level API" documentation, unless I misread something, a Host "just" runs both as a Server and as a Client, so much that it would require no special support, i.e. it should run ...
4
votes
0answers
280 views

Networking and physics

Context I have been implementing my own networking for a third person multiplayer game, but controls and physics will be ala old school FPSs. I'm using Unity's transport layer, which allows me to ...
3
votes
1answer
899 views

How to store and retrieve user data in a multiplayer game

I am building a multiplayer game with a team and each player will have a multiplayer rank, a matchmaking rating (MMR), a username, and possibly a picture, a description etc. We are planning on ...
3
votes
1answer
1k views

Unity 5: Use Network Simulator, should I?

I am looking to test intelligent prioritisation of a client server game. In my scenario, two clients are connected to the server. I want one client to have a good connection to the server while the ...
3
votes
1answer
670 views

How do you use SoundManager for multiple player games over the network?

I have created a basic sound manager according to this unity tutorial (https://unity3d.com/learn/tutorials/projects/2d-roguelike/audio). However, I need it to work for multiple players over the ...
3
votes
1answer
5k views

How can the Server send a message to a single Client?

I'm trying to send an Rpc, or any sort of message, to a specific client instead of to them all. I'm completely at the loss trying to associate a ...
3
votes
2answers
42 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. ...
3
votes
1answer
739 views

Unity3d UnityWebRequest EscapeURL standard does not match Swift url encoding. How to decode it?

How should I decode escaped URL by unity in Swift? I am developing a game with Unity3d. Something MMORPG. With server implemented by me in Swift under ...
3
votes
1answer
354 views

2 cameras that each player sees through a different one

Im very new to Networking in Unity 5. Im trying to bring the finished basis for my 2 player, 1 vs 1, turn-based game I made for local multiplayer (both players on same computer) to an online ...
3
votes
1answer
2k views

Using unity app how to read the asset in android SDCard?

I am trying to read one file from my android sd card from my unity application, but its not reading. using the asset bundle i have exported my file and kept in my android device sd card and i am ...
3
votes
0answers
211 views

Object pooling in Multiplayer Game. Physics not synchronizing well

I implemented object pooling for my multiplayer project. Following Unity Manual I used custom spawn handler for shooting bullets. Bullets game object has rigidbody so selected Sync Rigibody 3D in ...
3
votes
1answer
535 views

Start Broadcast Unity Network Discovery

I am using the unity NetworkDiscovery component, and I am wondering how I can auto-start broadcasting when the server starts, instead of the client having to click ...
3
votes
0answers
245 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
votes
2answers
4k views

How to give and remove authority of an object between multiple clients (Or how to let the client controller push a rigidbody)

I'm doing a cooperation FPS game in which players can push big rigidbody cubes with their rigidbody characters (the one from the standard assets). The problem is that the player hosting the game has ...
2
votes
1answer
2k views

RPC's in Legacy Unity, what to use in Unity 5.1?

I have created a small experiment in 5.1, a server has an AI character pathfinding around a map over a grid, so its a straight line node to node before it reaches the end. I would like for the ...
2
votes
1answer
349 views

Enter in a match that is already started

In my Unity mobile game, I need multiplayer online functionalities. All the players should be visible in the world at any given time (of course, with some filtering), and a player should be able to ...
2
votes
1answer
737 views

Unity/UNet without a lobby: How do you get an ordered list of participants (network players)?

Please imagine a turn based multiplayer game. Right now there's no lobby in place and connections are established using Unity's Network Manager HUD. Now on the ...
2
votes
2answers
145 views

Load order of networked objects in Unity

I am making a 2D RTS, and am trying to get a multiplayer version working. I've run into some problems with the order that scripts are getting executed. For the host everything runs fine, but when a ...
2
votes
2answers
6k views

Unity - Manually sync location of players from server to client

I am new to Unity networking. I've set up my scene with NetworkManager and the Player prefab having NetworkIdentity. I originally had my players set up to sync with a NetworkTransform. This worked, ...
2
votes
1answer
2k views

uNet - Client cant see server spawned objects

I'm facing a problem where when I connect with the host, all the towers spawn. After I connect with a client only to find out there are no towers visible and I can walk through them when looking at ...
2
votes
1answer
740 views

Unet, client is unable to control spawned units

I am trying to create a simple table top game with Unet. Right now I am just trying to get simple spawn mechanics working. The issue I am having is that the host computer can spawn and control objects ...
2
votes
1answer
233 views

Local player always at same position

I am trying out UNET ( Unity Multiplayer Service ) and I am building a space invaders like game but with two players at each side of the screen shooting at each other. I want the local player to ...
2
votes
1answer
481 views

Why is the ownership fixed when synching objects?

I'm creating a billiard game where one white ball will be controlled by two online players. I have set my object photonview to ownership takeover. When a player shoots the ball in one client, it is ...
2
votes
1answer
3k views

Making a master server in Photon Unity Network? [closed]

I am trying to make a game that requires a dedicated server running 24/7 and I would like to use Photon Networking but can Photon Network handle/do a dedicated server setup? The reason I ask is ...
2
votes
1answer
3k views

Unity 5 Client RPC call: Failed to Invoke ClientRpc

I have a Unity 5 client and server running. On the server a path is generated and I want the client to receive the position of each target node on this path. Following the Client RPC calls section ...
2
votes
0answers
139 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 ...
2
votes
0answers
251 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 ...
2
votes
1answer
772 views

problem using OnStartServer() for unity multiplayer networked game

UPDATE: i am still scratching my head over this. The way i see it, the Awake() function is only invoked when I load it in the Editor, but if I put the prefab Loading line into OnStartServer() it just ...
2
votes
1answer
1k views

Delayed linear interpolation for networking

I'm trying to implement the delayed snapshot interpolation presented at Valve's article and also Gambetta's. My current implementation is almost identical as described in the 'Multiplayer object ...
2
votes
1answer
953 views

Unity 5.x Network Synchronization Concepts

Bear with me, It will be long read^^ I am working on the new Unity Networking system. I was using Photon and old (legacy) unity network API's before. But as it seems there are some good benefits of ...
2
votes
1answer
2k views

Unity 5 Networking Send Rate: Send Rate is Zero but server movement is still happening

I have a client server scenario, just a player moving about on the client and he moves about on the server using the built in networking provided in Unity 5. I have my client scene running in the ...
2
votes
1answer
5k views

Spawn scene object not found for 1

I'm getting this error with the new Unity Networking (5.1): Spawn scene object not found for 1 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate() This ...
1
vote
1answer
4k 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 ...
1
vote
1answer
575 views

Unity Network Flip sprite renderer

So my 2D characters turn by setting flipX on Sprite Renderer. I'm trying to turn them on other clients, but sprite is turning only on local client. And only host turns for all clients. Here's my code:...
1
vote
2answers
1k views

Player shooting himself when moving - Unity UNET

Setting : Creating my first multiplayer game and running into an odd issue. it's a tank game where players can shoot bullets and kill each other Problem : When the client shoots while moving, the ...
1
vote
1answer
585 views

Can UNet do Rigidbody2D prediction? (i.e. using gravity)

Having a NetworkTransform with transformSyncMode set to SyncRigidbody2D (as opposite to a ...
1
vote
1answer
250 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 ...
1
vote
2answers
619 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 ...
1
vote
1answer
3k 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 ...
1
vote
1answer
1k views

Weapon Switching - Unity 3d

when I switch between weapons by Number [1 2 3 4] the weapon don't switch between them but the variable " selected weapon value changed" anyone help me, this my Code and screenshots! ...