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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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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 ...
MrV's user avatar
  • 49
0 votes
2 answers
272 views

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 ...
Tony ThaDee's user avatar
1 vote
0 answers
146 views

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 ...
Sean2148's user avatar
  • 145
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2 answers
193 views

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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0 answers
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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
  • 125
0 votes
1 answer
240 views

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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0 answers
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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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0 answers
345 views

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

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
213 views

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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0 answers
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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
0 answers
258 views

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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1 answer
1k views

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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1 answer
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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
  • 75
3 votes
1 answer
1k views

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
  • 485

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