Questions tagged [unity-networking]
Unity 5.1 introduced a new framework to handle client+server networking, also known as UNet.
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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.
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How to instantiate a child object in UNet without it lagging behind its parent over the network?
When I use NetworkServer.Spawn(ob) t instantiate a game object and make it a child of a transform.parent after it spawns on both ...
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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 ...
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Why does the object spawn only on client?
In my game I have an object, let's say food, that whoever consumes it, that player will spawn one more element. I am checking collision in Update.
The following code is working fine on server side, ...
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Communication between Photon Cloud game and web server
I am creating a multiplayer game using Photon Cloud (Photon Unity Network). For storage of player data (profile, inventory, achievments) I use web server (asp.net mvc & sql server). How to ...
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How to disable lobby/relay for a project in Unity?
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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How do I synchronize thousands of game object transforms?
I'm trying to synchronize 3-4 thousand game objects' positions and rotations. I need performance for my Unity game to remain relatively high (30+fps) and to keep the amount of data sent as low as ...
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In Unity/UNet: How do you properly spawn a `NetworkPlayer`?
In Unity/UNet:
How do you properly spawn a NetworkPlayer? Right now, I'm doing it like this from inside a NetworkManager ...
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Designing a buff/debuff system in a multiplayer game
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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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...