17 questions
2
votes
2
answers
79
views
Unity NGO NetworkList of struct that contains an array of struct
So I have a simple struct that contains just a FixedString32Bytes and an int like so :
[System.Serializable]
public struct SimpleDataStruct : INetworkSerializable, IEquatable<SimpleDataStruct>
{
...
Best practices
0
votes
0
replies
34
views
Can Unity Netcode for GameObject be used for streaming video?
I'm using Unity Netcode for GameObject into a videogame project and now the requirements have changed. We also need to stream video in a N to N architecture (max 4 players).
Can NGO be used for this ...
1
vote
0
answers
34
views
Shared AR Target Image Not Detected on Device, But Works in Playback
I'm developing a project using Niantic ARDK 3.16 and the Shared AR feature. I've run into a significant issue where a target image is not being detected when I run the application on a physical device....
1
vote
0
answers
58
views
Netcode with custom PlayFab Party transport
In my multiplayer game using Unity Netcode I’d like to implement a custom transport using Microsoft PlayFab Party. Party gets connected but then Netcode has no connection:
using System;
using System....
0
votes
0
answers
40
views
Notify client when server goes to background (Unity Netcode for gameobjects)
I am using netcode for gameobject with relay and lobby for my game with 2 connected players. On mobile devices, when the server goes to background nothing works on the client side since the ...
0
votes
1
answer
126
views
Relay + Netcode for GameObjects synchronize in scene object position
I have a multiplayer game in Unity using Relay. Everything is set up, players can join lobby by code, move, and see each other
The issue is that there are four cars already spawned in the world before ...
0
votes
0
answers
100
views
How to reliably wait until NetworkList is fully synced with clients in Unity Netcode?
I'm facing an issue with a NetworkList in Unity Netcode that used to work reliably but has recently become inconsistent. I populate the list on the server with player data, and it used to sync to ...
0
votes
0
answers
25
views
Instantiated RigidBody2D momentum stays at 0 or is capped at 1.5 when applying movement
I'm a bit new to coding in Unity2D and I need some help.
After I launch the host client, my prefab object is instantiated and Whenever I try to move, my momentum stays at either 0 or 1.5. Jumping is ...
0
votes
1
answer
140
views
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 ...
-2
votes
1
answer
111
views
How to implement an independent camera for a host and client using Unity Netcode For GameObject
I've been follow Code Monkey tutorial on how to make a multiplayer game using Netcode for game object. However, his tutorial didn't cover how to implement independent camera for each player in 3d.
I'...
1
vote
1
answer
64
views
Why does the rotation of my gameobject not syncronize between client and host?
I needed my bow to rotate towards my mouse, however even though I have attached a client network transform to it and allowed it to synchronize the z-axis rotation, it only works on the host (if I ...
1
vote
1
answer
194
views
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 ...
0
votes
1
answer
78
views
player.transform.childCount returns 3, but should return 4
I'm making multiplayer game nad in code where I'm making pick up and drop item. I'm having error that player.transform.childCount is returning 3 right after i add children another children under ...
0
votes
0
answers
357
views
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 ...
0
votes
0
answers
121
views
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'...