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xcode 4.3, Unity 3.5.0f5, in unity SDK set to iOS latest in build settings, in xcode set to my device iPad 2 if that matters (ie not simulator),...
Thank you!! Is this documented somewhere? n/m found it in the RPC docs. Thanks again. :)
What is a good method for getting the NetworkPlayer when you received an RPC? I don't want to pass anything like playername or viewID because...
Hey everyone, we have a situation where about 20% of the time when we spawn an object its scale is set to 0,0,1. It happens somewhere between...
I know this thread is old, but I just found the answer now, maybe this will help someone else. Run your app with -batchmode -nographics
This is definitely worth the purchase if you are evaluating various network choices. There are lots of examples you can likely find whatever it is...
I just had the same error. Simply delete the inputmanager.asset file locally and run the game and re-sync.
Yes, everything was set to group zero.
Lengend411, if there has been thousands of add/deletes before a player connects will there be thousands of buffered RPC calls that they must go...
I call all 3 :) And server side it seems right, but when a new client connects a second object shows up even though it does not exist on the...
Its weird that the Unity Network "state machine" does not understand when an object is totally gone, why keep it around at all. If it just did...
What would you consider good practice for cleaning up RPC's? For example, when I call Network.RemoveRPCs(player); unity says there is nothing to...
Thanks for doing that. Store just has up to 3, might take a few hours for the new one to show up. I'll let you now how it goes.
Awesome! :)
I added a line to my network manager object that is called in the void OnConnectedToServer() method m_MyViewID = Network.AllocateViewID(); This...
I have purchased and gone through the tutorial, as well as reading everything I can on the forums but I still have a few things I don't...
I see the exact same problem, and I don't see how you can pass a group to the DestroyPlayerObjects method. How exactly did you fix this?
You would update a simulation server side, and let the various clients know the state. Thats what I am trying to do anyway.
I am trying to find a solution for this as well. In looking at Photon/Electrosever/Smartfox none of them support PhysX out of the box....
Is this possible? I would rather code in the Unity engine instead of adding on later in Xcode for iphone, etc. Since we want our app running on...