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NetworkManager::OnStopServer() ?
OnNetworkDestroy "is invoked on clients when the server has caused this object to be destroyed.". It is not called on a scene change.. Maybe...
your screenshot is a transport layer mismatch. It means the transport layer configuration is different between the server and client. Are you...
if that is the case, then the scene objects in the "online" scene should get destroyed and new ones created when the online scene reloads. So how...
There is no guarantee that OnDestroy is called before the NetworkIdentity on the object is torn down, so isServer is not reliable in OnDestroy....
StopHost does not trigger OnServerDisconnect.. it shuts down the server and client, there is no disconnect event.
reaload the scene. there could be all kinds of things in the wrong state if you use the same scene multiple times.
reload the scene on the server
The number of monsters should not matter, as the state update for each monster can be a moved to a new protocol level packet when the current one...
i tried this and it worked fine for me. on the joining client, OnStartLocalPlayer is called for the player object of that client.
Fixed in today's patch
These messages are symptoms of a disrupted or corrupted byte stream from the network. This is most likely caused by network packets being...
it is Timeout http://docs.unity3d.com/ScriptReference/Networking.NetworkError.html
http://forum.unity3d.com/threads/blackjack-sample.379192/
Attached is a sample project that is a multiplayer black jack card game written using the UNet HLAPI. It uses the Unity UI system, but the user...
there is a HLAPI script CRC check and a transport layer config check. "scriptCRCCheck" disables the script check. What is the exact error...
the definition of authority is pretty much "can issue commands". what do you mean when you say the server should have authority over the train?
yes, there is a checkbox in the NetworkManager to disable this check: "scriptCRCCheck"
probably an order of operations issue
UNet does not support LoadSceneAdditive, in particular loading the same scene multiple times when it contains scene objects with NetworkIdentities.