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using UnityEngine; using System.Collections; public class LevelLoader : MonoBehaviour { public string[] supportedNetworkLevels = new...
in unity networking, you can do GetComponent<NetworkView>().owner, which gives the NetworkPlayer that instantiated the networkView, not sure if...
i actually do use Network.Instantiate on the client, the server does all the movement and physics etc, and it syncs up with the client, so theres...
You can have an array of Transforms, and you can assign your spawnpoints there, then you can...
you can have rpc that does Network.Disconnect(), and then send that rpc to the networkplayer, thats what i do.
Are you possibly changing scenes on the network? or is it just one scene? I had this kind of issues when changing scenes after joining a server.
When youre destroying objects, dont use Network.Destroy(), call and RPC call to destroy it instead, networkView.RPC("NetDestroy",...
As in, having a way to hide all of the pinned threads, like you open and close an array variable in the unity editor's inspector.
I did the shift+tab feature in unity; not advised. However i did it with blender, and it showed the amount of minutes elapsed in the current...
Unity time is play time for me, lol :P. Good luck @Rodiaz89
If you have steam, you can add Unity as a non steam game, and it will track your "play time" or so to speak use time.
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int x = 0; int z = 0; int y = 0; Vector3 lastPos; void Update() { if(transform.position.x > lastPos.x) {...
public Transform[] GetTransformsInRange(float radius, Vector3 position, string specificTag) { List<Transform> transformsToReturn = new...
put int caretPos = -1; outside of void OnGUI()
on the players that spawned, in one of their scripts, in the awake function, you can check what scene IS loaded, and if its loaded in the lobby...
Also i think there needs to be a script on the door to have some rotation constraints, because then it keeps on rotation if you keep on looking at...
but hold on, increase the time step for fixed update, and setting the rigidbody to calculate everything collision continously requires more cpu,...
void Update() { RaycastHit hit = new RaycastHit(); float maxDistance = 5f; float doorRotateSpeed = 5f; if...
you could have the mass whatever you want, and then in your code, at the awake function, you can scale everything by a multiplier.