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Never seen Soldier Front's actually. I think all shops look familiar as it should be for the players. We actually host all the games so the host...
It's all built-in Unity Networking: RPC calls and state syncing. A single Unity server can support up to 31 game sessions with 18 players per session.
I get compiler errors on the flash target with the RPC attributes. Are RPCs not supported?
It was crashing for me with 3.4.2f2 Pro on Windows 7 and Max OS Lion. Is f3 suppose to fix it?
yeah I'm getting crashes too. I think it only happens when the cache is full. it doesn't happen on the desktop builds since their cache is...
The game is not p2p. We host all the games. Sometimes games are closed when no one joins them after a few mins.
I would like to nominate Red Crucible: http://www.rocketeergames.com/redcrucible.html
How do we get nominated? I didn't see any announcements this year.
There are limitations with how many RPCs you could send a second.
Is there any way to get the integer value of NetworkViewID? I need to send it over the network without using RPCs. I could convert it to a string...
#1 That's an authoritative server. #2 Latency is not send rate. It's the time it takes information to reach the other players. The jerkiness is...
Check out my FPS: http://apps.facebook.com/redcrucible/ I did the code and another person did the art. The project is still in development.
I'm having a serious issue with my game server. I'm using only RPC calls to manually manage the players (no state syncing and no buffered calls)....
I'm not sure what you mean by "move in sync with the main character controller". Use the CharacterController.Move() function or SimpleMove().
The buffer is stored on the server not the client. When a new player connects, the server sends this same buffer to every new player. In a...
since it is the server that actually sends the RPCs to other clients, it is also the server that needs to remove them. a client cannot send data...
The RPC Buffer is controlled by the server regardless of who owns it (or sends it) because ultimately it is the server that sends all the data to...
No, this is not a problem with my script, but I was looking for a way of getting feedback from Unity when a SendMessage was not successful. It...
Well thanks for your help anyways! I guess if there were a solution, I would've received it by now.