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UNetWeaver generates OnDe/Serialize functions when you have syncvars in your class, however if you make your own implementation, it won't add the...
There is a couple of pre-made Singleton templates you can find around for Unity. For [Command]s, you can assign client Authority to objects on...
You can only have one Handler registered per message type, so each Barrack overrides the previous handler. You need a singleton on the server that...
OnStartServer() should be getting called first according to the Networking source code
Clients, by default, don't know about the other clients. Only the server keeps track of the client connections.
NetworkManager.ServerChangeScene
To spawn a prefab on the client it must be registered so that the client knows which prefab to spawn. The Registered Spawnable Prefabs list allows...
Is there a way to list currently open NetworkTransport sockets?
I suspect the RPC message is being sent to the buffer, but the connection disconnect is immediate so it dumps the waiting messages. If you are...
Try increasing your loglevel on NetworkManager to see if the server is sending the SyncVars and if the clients are receiving them.
There might be a way to flush the message to the client, or at least wait several frames for the message to be sent.
You need to assign a asset id to the object and register it on the clients before you are able to spawn it. Typically you create a prefab and then...
Try starting with the camera in a different angle and seeing if that affects the locked axis. If it does it means the camera isn't being...
As they said above, if you pass a gameobject with a NetworkIdentity to a Cmd or Rpc, it will send its netid and the server/clients on the other...
Its really hard to tell whats happening in the log because of the Collapsed log. I can't see anything wrong with the code. Server's local client...
It uses the SyncVar message, It seems to sync all values when dirty bit is set, rotation and spin axis will be compressed based on Compression...
Immutable means it doesn't change, i.e. you set the initial values and then you don't change them
You seem to have a class called PlayerController which is obstructing UnityEngine.Networking.PlayerController so that is causing the compiler to...
If the instance is immutable, you can use SyncListStruct. Otherwise you'll need to handle the syncing yourself
You'll need to use the fromAddress like the solution above.