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I am trying Unity native rendering using Unity 5.3. I am using code from AWS Android SDK in native rendering s it's setting up all the...
Hi, I am rendering an x264 stream received from server using a native plugin. I have looked at following and added code to reset bindings...
I have a navmesh in game and I want my player spawnet using NewtworkManager to be controlled using NavMesh agent. I have followed following:...
This worked.
Got it. We were using our own C++ plugin over raw socket to send the data captured earlier. We wanted to move to Unity networking so we don't have...
The script has some data which needs to go on reliable channel but data for screen capture should go on unreliable fragmented channel. I don't...
I tried it today. As soon as I add LLAPI calls to my script, I see warning " Multiple NetworkManagers detected in the scene. Only one...
I don't need two NetworkManagers. But as soon as I add NetworkTransport.Init() in my scripts, I see this warning. I will try again.
Hi I would like to use both HLAPI and LLAPI in my game. The reason is that I would like to do state synchronization using HLAPI and large message...
Hi Sean, Can you provide a sample for "If the size of the animation data is larger than the MTU (about 1400 bytes), add a...
The data is not important. I am looking for a sample to do this since I have not been able to find what does Unity APIs expect me to do do to send...
I have added one extra channel in NetworkManager's advanced configuration. But this chanlle #2 is not visible in NetworkBehavior if I send a...
Hi, I want to encode the PNG of one client to the server. I tried sending the encoded PNG using Command on both channel 0 and 1 but I get an...
Sorry missed the static class Adjust in the Readme. It works now.
I tried this but CopyAndScale is not found in VacuumShaders.TextureAdjustments. The VacuumShaders.TextureAdjustments.dll in my package is dated...
Do you have a latest version of Readme? The one I got when I bought the asset today from asset store does not mention "GPU accelerated texture...
Is this supported on Android and iOS? I am transmitting a texture from server to client and would like to use Texture Adjustment package to scale...
I have tried this with Native plugin to capture the resource using ScreenGrab which uses CopyResource and Map internally. With this script Capture...
My bad. I was sending a bad structure using NetworkMsg which was resulting into continues try by client to conenct to server.
I have integrated UNET in 2dshooter sample. When I start the game in host mode, OnClientConnect gets called multiple time. My understanding is...