All Questions
7 questions
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Unity Netcode's NetworkManager immediately sends disconnect callback to server on pressing X on the window. How do I prevent or delay it?
I have set Application.wantsToQuit to trigger a method which will display a confirmation dialog. Only when pressed Yes, will the application actually quit.
But NetworkManager doesn't seem to care ...
1
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1
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83
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How do I call a function on all clients when the host leaves the lobby in Unity Lobbies?
The package automatically disconnects all players and removes the lobby when the host leaves but I need to tell apart players leaving the lobby by themselves from being forced to leave because of ...
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Strange behavior with player positions synchronization in VR multiplayer app
I'm developing a VR multiplayer application using Netcode for GameObjects with two Quest headsets, and I'm running into a weird synchronization issue.
Current behavior:
Headset 1 can see its own ...
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195
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Unity Netcode (Multiplayer) client is not owner of its player
I created a project and setup all the necessary stuff for multiplayer with netcode for gameobjects. But one thing that is not working is player movement for clients. It says that client is not owner ...
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Multiplayer game in Unity riddled with seemingly unsolvable errors: type or namespace Unity Transport not found, and scripts not attachable to gameobj
I'm making a multiplayer game in Unity, and I've started by implementing the multiplayer feature itself. After making good progress, I get an error telling me that type or namespace UnityTransport can'...
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A different generation of trees for every player. multiplayer (netcode for gameObjects)
When 2 or more players connect to each other, the trees are generated slightly differently for each player.
I tried to add Network transform to the prefab tree, but it didn't help and it's still ...
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How can i create one global variable for all clients in multiplier-game (Unity + NetCode)?
I'm just learning how to use NetCode.
I need to use ONE variable (string for example) for all clients and host/server. When new client connected to server first time, it can read/write this variable. ...