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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
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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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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
  • 123
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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
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169 views

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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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
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1 answer
457 views

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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2 answers
492 views

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
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
1 vote
1 answer
5k views

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
  • 11
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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
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1 answer
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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
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
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