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Thanks for the confirmation and the standard interpolation. Given my MoveProjectile() method exists on the client too (even though it's only...
So are you saying that if the transform position is sent, say 10 times a second, the NetworkTransform Interpolation just Lerps between the last...
@JeremyUnity Awesome. Thanks Jeremy. Apologies if I came across entitled. You know what it's like when you think you've wasted days of...
The projectiles in my game aren't using Force and the physics engine. Instead I'm setting transform positions directly because I need a certain...
Thanks for getting back to us. I shall continue to work with UNET and hopefully by the time my game is ready for a public beta the Pro requirement...
This is GOOD news, and thanks for giving some feedback. I have to say though, if that's u-turn, then fair enough and thanks for listening. If...
Thanks for this. Very useful. I'm wondering how hard it would be to move the NetworkLobbyManager over instead of Networking manager? I really...
I just posted some calculations (after I calmed down from the initial shock) and unless I'm mistaken it's not as bad as I first thought. I'll...
Okay, I've taken a step back and tried to simplify the on-line calculator down to the costs per single user/customer. I've set Concurrent Players...
I appreciate you trying to placate me (I'm not being sarcastic) but that $60 p/mth I arrived at was by using their calculator here. Even though I...
I haven't yet, no - partly because I'm completely disheartened about this at the moment - but roughly I've worked it out a $60 with 100 CCUs. Say...
SIMPLE: Sort out the costs for small devs writing a $2-$4 game that may only sell a 1000 or so copies.... Scrap the pro-license requirement for...
For local LAN testing I've been using a direct connection, but yes, for proper online testing I've had to use UNETs matchmaking service because...
I (obviously neively) thought that NAT would be bare a minimum feature of any networking service nowadays. Regardless, it appears then that UNET...
So my understanding of UNET was that all the matchmaking service did was handle the matchmaking of player clients with player hosts, at which...
There appears to be a bug and logic problem with the disconnection code using this Asset clean, with no changes. As discussed above, this system...
I had my game working fine with the networkmanager so decided to now move to using the lobby asset. With network manager I create my players in...
Thanks for that. Presumably then, we'll also need the matchmaking service to do NAT punch-through? Given most games with UNET are designed to be...
Funnily enough I also have a two player turn based system that I've recently tried converting from a local game to a networked game. The actual...
I appear to have the exact same issue listed here. It was suggested that it was fixed last year but I'm using the latest version. I'm using...