Questions tagged [unity-networking]
Unity 5.1 introduced a new framework to handle client+server networking, also known as UNet.
169 questions
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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 ...
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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 ...
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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/...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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. ...
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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 ...
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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 ...
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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
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2
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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
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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 ...