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Ok thank you.
Hello, I have an interesting use case. I'm interested in recreating the city of Stalingrad as it existed in 1942 right before the Nazis invaded....
lol oh
Wait a minute the new docs ALSO say shutdown destroys the singleton!
Yea super confusing lol
Ahh it was outdated but here it is https://docs.unity3d.com/2018.3/Documentation/ScriptReference/Networking.NetworkManager.Shutdown.html
Yea that’s the scene flow I use and it all works. Lemme find the docs where I saw the singleton deletion part.
But it doesn't delete the component itself as far as i can see from my testing. Is this the intended functionality? So the NetworkManager...
I’m trying to handle manual disconnecting and returning to menu. I have a 1v1 game so only 2 players, host and client. when either one hits...
If we integrate lobby with relay, can we just handle any disconnection stuff using lobby logic?
What about manually disconnecting oneself. I have an exit button in my game so the player can quit game and return to menu. I’ve been searching...
So i got a bootstrap Lobby scene in which you "Quick Join", and load game scene. In my game scene i have an Exit button that you can press any...
So i got this code to join a lobby by code: public async Task JoinPrivateLobby() { try { currentLobby = await...
thanks!
This seems to work privateMatchJoinCodeInput.Substring(0, 6);
I dont understand whats going on, im copying a pasting the exactly lobby code in a textmeshpro input text and using that as the join lobby code in...
I don’t know how to manage server stufff lol That’s why I’m using unitys systems.
I have a 2 player game like tic tac toe for example. if the client disconnects, the easiest solution it seems is to just delete the lobby and the...
oh duhhh yea of course it allocates on new, brain fart moment. yea i changed up my code, before my Parse function initialized a new array and...
ParseShapeDetectString(currentShapeAr, arShapeDetect[shapeArIndex]); yea i changed code so i just pass my array currentShapeAr declared and...