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So I have a problem were my game runs in-editor perfectly but doesn't start when clicking the .exe in windows. Only the following will appear...
You should add it yourself using this tutorial: https://spacewavesoftware.com/blog/2017/10/28/unity-unet-hlapi-and-steam-p2p-networking Unity...
Syncvars only sync from server --> client, client --> server will not work. Read the documentation carfully next time.
Just bought the assets, it seems to work really well! One question though: Is there an option to only allow the Y position to sync with rotation....
Seems really promising. Looking forward to the updates!
You could make a bool that you set to true in the cliënt rpc. As long as the bool isnt true return the update function on the cliënt.
if you use Unet the games are already hosted by players, the only thing unity is doing is sending and receiving the data.
Bump, any news?
Well you could show the user an anti-cheat message and disconnect..
I'm not talking about client-side prediction but authorization. Why should the client discard the information if has the ability to check if it is...
W This isn't more vulnerable than normal Server Authority only? The client has to send a position and the server has to verify the shot,...
Well the server simulates the shot with the given position, so it will not miss. Otherwise it would also have missed for the client. Exactly the...
Why? It's exactly the same as having only server auth. You can't add server auth without also sending the location to the server. Otherwise you...
Well ofcourse the client also sends his position to server, the server can then check if that position is within a viable range (To make sure the...
But for alot of games (and someone like me that isn't practical). For example if you have an automatic match making system, and you can just...
But in p2p the server is hosted by a client, so what's the point of server side auth. Because at that point the server can cheat everything.
How would you prevent this kind of cheating in a p2p environment?
Just make it so that your client applies the damage just like the server, but that the server than checks if the client set it correctly (Or just...
Uh, Just set the camera the player is looking through to see their own part. Do the same for the other player and boom. They are both seeing...
Is the new transport also going to be in a version of Unity 5.5?