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Questions tagged [unity-networking]

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

9 votes
1 answer
11k views

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 ...
poudigne's user avatar
  • 245
5 votes
1 answer
10k views

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
5 votes
2 answers
14k views

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/...
NeoKuro's user avatar
  • 153
5 votes
3 answers
14k views

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 ...
o0'.'s user avatar
  • 3,369
5 votes
1 answer
7k views

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 ...
Dr.YSG's user avatar
  • 179
5 votes
1 answer
2k views

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 ...
Stephen DeBaun's user avatar
5 votes
0 answers
2k views

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 ...
mitras2's user avatar
  • 51
4 votes
4 answers
3k views

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 ...
masterpiece's user avatar
4 votes
1 answer
226 views

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 ...
Dtb49's user avatar
  • 243
4 votes
1 answer
1k views

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. ...
CH99's user avatar
  • 563
4 votes
1 answer
6k views

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 ...
o0'.'s user avatar
  • 3,369
4 votes
0 answers
369 views

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 ...
Leo's user avatar
  • 1,585
3 votes
1 answer
2k views

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 ...
Shashimee's user avatar
  • 1,290
3 votes
2 answers
309 views

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
  • 31
3 votes
1 answer
1k views

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 ...
CH99's user avatar
  • 563

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