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Hi, I can embed the UnityPlayer when I Start the player as a sepperate process using the CmdLine argument -parentHWND and the handle of my...
Bumping for same reason, setting up XR and want to add hand tracking
Yes, that is definitely the way to go if you don't want/need to use the HLAPI.
I agree with most on the HLAPI, to complicated and docs need to get updated. LLAPI is great though, sticking to that for the time being.
var txtdata = Resources.Load<TextAsset>("Main"); string removedBreaks = txtdata.text.Replace("\r\n", ""); Debug.Log("txtdata.text = " +...
You can't login to a masterserver, you can only list games and have clients get that list so they can connect to servers.
No you don't. You build the app and then you can run it on the different servers.
I think it's quite logic. It's silly to send something over the network when the destination = sender.
Still, I don't see why you would need the UNC path. Once the application is running you should be able to connect to it using the loopback address.
The master server is an application you need to run. I don't see what you would need the UNC path for. From the client connect to the loopback...
If your only testing and developping, you don't need a VPS or dedicated server. Even running the server in a webplayer is perfectely fine. Just...
There won't be any updates since they are working on a new networking system for the engine called UNET.
Hmm, I did not test this on B20 though. I'm still on B19 at the moment.
Works fine here. Create a panel manager script like this: using UnityEngine; using UnityEngine.UI; public class GuiManager : MonoBehaviour {...
That doesn't answer my question. Is the server instantiating all the objects or are the clients?
Which instance is instantiating the objects?
Sorry but I'm not getting this... Single players on a server?! This will never be the case.
You need to debug that null ref. Try to find out what's actualy happening. I don't see why a delay would be needed to make it working.
You can send data right after the instantiate: GameObject player =...
How did you set the anchoring? The position is always relative to the anchor point.