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You should be using Vector3.squareMagnitude rather than Vector3.Distance() as it's much more efficient. Especially important when it's running...
If you have at least version 5.3 of Unity then yes it will do. It lists "Windows Store Apps" which is UWP.
UNET works on all platforms as far as I know.
You can but that seems completely pointless when it is essentially what SyncEvents do. From what I understand of the docs, SyncEvents are...
SyncEvents let you register to the event that will be called from anywhere whereas a ClientRPC will only be called on the same NetworkBehaviour...
I'm also having similar issues where clients can't see players created before they joined. Scene objects aren't even activated on clients for me!...
Inside of your class which extends from the NetworkManager, add this: public override void OnServerAddPlayer(NetworkConnection conn, short...
So I did a little bit of experimentation and found that setting a log level of either 'Info', 'Warn', 'Fatal' or 'Error' all cause the issues that...
It appears that running the NetworkManager with a log level of 'Debug' actually makes it work properly. On 'Info' log level then it appears to...
Do the wheels use an animation to show that they're turning? If so then you'll have to use a NetworkAnimator.
I just did some testing and the default NetworkManager (as opposed to my custom one) doesn't cause this behaviour. I'm 99% sure that I'm...
That's impossible. The player objects are created when the 'round' starts and are destroyed when it ends (then the server switches to a new scene)...
I already call that in OnServerSceneChanged. Besides, it still doesn't explain clients not instantiating player objects that were created at...
Hey everyone! Long time lurker, first time poster here. I've been messing around with uNet and it seems pretty decent so far. Seems to be nicer...