Questions tagged [unity3d-unet]

UNET is the native Unity3D network system. It is the short form of unity networking. Use this tag to ask questions related to Unity3d networking.

UNET is the new native Unity3D network system (since Unity 5). It is the short form of unity networking.

http://docs.unity3d.com/Manual/UNetOverview.html

This tag covers :

  • High level scripting API, LLAPI, and all underlying concepts
  • GameDev network programming algorithms and concepts applied to Unity scripting.
  • Old (legacy) networking system.

Related tags

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Unity UNET issue when played through wifi hotspot

I am developing LAN multiplayer game using UNET . I have used UDP multicast to broadcast server ip and other devices can listen it. I have extended network manger for some UI customization required. The device which make server can broadcast its ip…
mayur bhagat
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UI button in UNET

I am working on such a simple thing as having a UI button that sends a command to print in a multiplayer (UNET) environment. Given what i have done so far i thought this would be easy but i am totally stucked and confused. I have created a new…
PeterK
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Why is the object always position itself @ 0.0 and not were it is originally spawned

Use this code to spawn: GameObject goX = Resources.Load ("Apple") as GameObject; GameObject goY = Resources.Load ("Orange") as GameObject; GameObject goZ = Resources.Load ("Banana") as GameObject; GameObject go1 =…
PeterK
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UNet player controller issues

I've got a player controller that should work over UNET. I must not understand something though as any remote players joining a game can't control their character. The hosting local player can control his/her character just fine. Basically the way I…
Justin808
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Player colliding with bullet when moving - Unity UNET

Setting : Creating my first multiplayer game and running into an odd issue. it's a tank game where players can shoot bullets and kill each other Problem : When the client shoots while moving, the bullet seems to spawn with a little delay which…
Rana
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Bullets being fired / created repeatedly without player's input - UNET Unity

Setting: Creating my first multiplayer game and running into an odd issue. it's a tank game where players can shoot bullets and kill each other. You can charge the bullets to shoot it faster/further away. Problem: When the client player charges…
Rana
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Unity3d and Photon: Mouse controller script causing unintended behavior with multiplayer mouse inputs

I am relatively new to C# and PUN but I felt like giving it a shot. Unfortunately, I am currently having an error that I can't seem to fix no matter what I do! I am making a 3D top down game where the player looks at the mouse and rotates according…
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Network Client use wrong input devices when using Unity.Netcode with Starter Asset Controller (New input system)

The server is always using Keyboard and Mouse just fine. The client however always use "xbox controller" instead of Keyboard & Mouse: The following is the inspector view as a client: The Start Asset input action are unchanged, This is what I tried…
HardcoreGamer
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Scene management using unity MLAPI (Multiplayer)

I was reading up on the unity MLAPI and read in the documentation that basic scene management is offered. https://docs-multiplayer.unity3d.com/docs/mlapi-basics/scene-management. However as far as I could see this is limited to placing all of the…
Mark Stroeven
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Missing something important with ClientRpc (Unity Mirror)

I'm having an issue with ClientRpc never being called any client objects. I've trolled the internet for hours, but I can't find any clues as to why my implementation isn't working. I'm following an order of events like so: Add players in a…
theseal53
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GameObject.Find not working on Player in DontDestroyOnLoad

The Player Object with script GamePlayerManager is set up by the NetworkLobbyManager when creating the GameScene after Lobby using var conn = RoomPlayers[i].connectionToClient; var gameplayerInstance =…
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Mirror/UNET c# - No authority on object even when using Command & ClientRpc - What am I missing?

Long story: I have made a multiplayer chat using Mirror/Unet that works. I have made it so after x number of seconds, the gameobject that displays the chat (“textContainer”) goes inactive. I would like it so that when client 1 presses “Submit”, all…
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Exception in OnStartServer:Object reference not set to an instance of an object

public class GameControl : NetworkBehaviour { public GameObject localPlayer; [TargetRpc] public void TargetGetLocalPlayer(NetworkConnection conn) { localPlayer = GameObject.Find("Local"); } public…
AmirWG
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cannot spawn a game object with client authority

I have a command which exists on the player prefab which basically spawns objects on the server from the client [Command] void CmdSpawnObjectWithAuthority(GameObject spawned) { NetworkServer.SpawnWithClientAuthority(spawned ,…
AmirWG
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Unity Mirror Networking Object not move on client

i´m work on a networked game and stuck on an problem with the instantiation or NetworkSpawn of an bullet. If the hostplayer/server "fires" the bullet is spaned, synced and flys all the way it should do. If a client "fires" the bullet will be spawned…