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2 votes
2 answers
79 views

So I have a simple struct that contains just a FixedString32Bytes and an int like so : [System.Serializable] public struct SimpleDataStruct : INetworkSerializable, IEquatable<SimpleDataStruct> { ...
Jibs's user avatar
  • 91
Best practices
0 votes
0 replies
34 views

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 ...
CoalAshed's user avatar
1 vote
0 answers
34 views

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....
Uparupa's user avatar
  • 23
1 vote
0 answers
58 views

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....
Sanketh S's user avatar
0 votes
0 answers
40 views

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 ...
Geeky Games's user avatar
0 votes
1 answer
126 views

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 ...
Ilya's user avatar
  • 395
0 votes
0 answers
100 views

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 ...
Lethion's user avatar
  • 43
0 votes
0 answers
25 views

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 ...
Liam's user avatar
  • 9
0 votes
1 answer
140 views

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 ...
sketch1e's user avatar
-2 votes
1 answer
111 views

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'...
Iceigloopenguin Plays's user avatar
1 vote
1 answer
64 views

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 ...
Alexandre Carneiro da Silva's user avatar
1 vote
1 answer
194 views

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 ...
Lethion's user avatar
  • 43
0 votes
1 answer
78 views

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 ...
Jonda_MC's user avatar
0 votes
0 answers
357 views

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 ...
Branislav's user avatar
0 votes
0 answers
121 views

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'...
Bobcat's user avatar
  • 25

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