A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Okay, it seems using the "CollectDependencies" flag causes this to work just fine. Not sure why you need to collect dependencies on a single asset...
Update: I've tested the above scripts in several other versions of 5.x, and all of them had the same issue. I guess I'll have to work around this.
Hey there, I've run into a small snag, and I was wondering if this was a bug or if perhaps I just did something wrong. I'm running Unity 5.3.1p4....
Hello everyone! Over the last year, I've been working on a cooperative survival game titled "Descension." The game takes place in space, in a...
Hello, As far as I've always understood it, Gfx.WaitForPresent is simply that the CPU is waiting on the GPU. This could be because of VSync...
Hey there, The best suggestion I could give would be to review the NetworkManager source on BitBucket. That'll show you how to use NetworkServer...
Hello, The last thing I can think of would be that it isn't connecting at all. Perhaps the configuration of your NetworkManager is incorrect?...
Hello, After taking a look at your code, I think the issue is that you're not registering a server handler. According to the source for...
Hello, To clarify a few points, it's worth noting that my character and the world are not of abnormal scale. To demonstrate what effect this has...
Hello, I'm currently on 5.3.1f1, and experiencing a pretty nasty bug. The best demonstration of it is this:...
You could keep a record of the entities that are observed each time you use OverlapSphere, and drop visibility from those that are no longer in range.
In addition to this, you should keep in mind that SyncVar members cannot be set on the client. Your command should be setting the SyncVar on the...
Hello, Yes, you can. By default, after loading a scene, all of the objects are inactive. You can however, change that. If you're simply looking...
I believe, as Zullar stated, that the goal was security. UNet SCREAMS server-authoritative security, as it rightfully should. Commands are meant...
The documentation has a relatively good demonstration of how to use the system: http://docs.unity3d.com/Manual/UNetMessages.html Essentially, the...
According to a little searching, you can indeed send a Networkidentity. You can also send a GameObject if it has a NetworkIdentity component attached!
I'll clarify that I don't necessarily know if you can either! I don't really use the [Command] [ClientRpc] attributes, and instead make use of the...
Hello, Different ports are indeed your solution. In a typical use case, only a single application can listen to a given port at once. Edit: A...
While a [SyncVar] itself cannot be changed on the client, you can create a [Command] on the client. This method attribute causes a method to be...
Hello Jingle, To be clear, a client cannot call a ClientRpc method, only the server can. On the client, the method will do nothing, and on the...