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Thank you for the swift reply! I truly didn't expect for you to get so far into the weeds of the moving platform logic, but it illuminated well...
Hey guys, I'm putting together a game prototype with a heavy focus on characters freely walking/jumping around on large moving "ships". I'm loving...
What if I wanted to have the client see an instantaneous change to their version of the variable? Am I correct in assuming the best way to do this...
Quick question to those of you who already own this asset: Is it simple enough to code in a way for moving rigidbodies to 'carry' the character...
Hey all, I'm currently considering getting this controller system from the asset store, but I wanted to ask a few questions to see if it would be...
I am also struggling with this problem right now. I want my 2D game to have normal maps, but when I apply the material to my enemy sprites (which...
I am on version 5.3.1f1 and I also have a similar error on my UNet multiplayer enabled game. This error occurs randomly after 5 or so minutes when...
I can definitely see the advantages you get from breaking code into classes with distinctly different functions, but I still have the same worries...
Apparently the consensus is that it's just S***ty, lol...
Do you think that using SyncVars and commands to sync object positions creates about the same network traffic as that method you whipped up? I'm...
Well I personally noticed that there is no working interpolation when you try to sync the transform of an object over network, leading to very...
I want to use a built-in character controller without the need for a rigidbody2D though. That way I can use Network Transform and Sync...
Yea I think I found a good UNet tutorial from the Youtube channel GTGD, but I'm just worried that sending all those commands every FixedUpdate()...
Does anybody have any info about Sync Transform interpolation yet? I can't seem to see any difference between Interpolate Mover values between 1...
What the heck? I had this exact same problem myself, and somehow remaking the networked prefab from scratch fixed it too. I'm happy, but also...