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OLD TUTORIAL, try other ones
ОтветитьNetcode for Gameobjects have any limitations of ccu?
ОтветитьHi, In the scenario, where you are giving your name at fist and try to start server, then for host its good, but for clients, I am not able get the name. as client is not allowed o write in the network variable. please suggest me for such reason..
ОтветитьHello I am getting error"NetworkBehaviour index 1 was out of bounds for MyMotorBike(Clone). NetworkBehaviours must be the same, and in the same order, between server and client.
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Tbh, this is the best video I have seen. The video is not perfect, but you didn't step away from sharing the mistakes and fixes. Which is awesome. I was able to understand lot of things. Thank you very much for the content mate. Showing mistakes and fixes is the best way to make someone understand things better. Hats off for the effort you took for putting this together <3
Ответитьthis vs Mirror?
ОтветитьLoving the lesson just wanted to know how can I assign a camera to each player?
Ответить[Netcode] [DestinationState To Transition Info] Layer (0) does not exist!
Why this error shown for my animation. When i transition one animation to another also i have animationStatebehaviour with my animation. I am using unity 2020.336f1
Dose someone of you get this error after dow Mu-Samples U ??
Library\PackageCache\com.unity.multiplayer.samples.coop@a4cafe2062\Utilities\SceneManagement\SceneLoaderWrapper.cs(85,32): error CS1061: 'NetworkManager' does not contain a definition for 'OnClientStopped'
thank you papa, how hard would it be implementing input system and cinemachine?
Ответитьmy client is not moving :(
ОтветитьHey, i had a question.
How can we make shared objects with it, for example in a game like fall guys, the players can push each other.
How can we do that in this????
Nice 666 likes
ОтветитьAn how do i make individual camaras for each player?
ОтветитьWhat an explain for the unity NetCode feature. I am too grateful for you about this video, if you can make another one where you talk about fixing bugs in a DGS NetCode game in unity.
ОтветитьThank you so much bro...
I was stuck with the object despawning since a whole day and after this video my game os working fine..
Thanks a lot.. You saved my day
it will work if the game is for android
Ответитьhow does that work with rigid movement?
I just added it, but my rb movement doesn't work
For some reason I could not make the game and the code is not correct at all?
ОтветитьYou talked through this very well! I listened to this in my car after pulling my hair out for hours and the rpc stuff was what I needed to pay more attention to. Also, release that video on network object pooling yet? Really a lack of resources I feel like, the documentation is meh
Ответитьtnx
ОтветитьI cant spawn my projectiles when on client side, it works on host side perfectly, can you help me plss?
Ответитьthanks
ОтветитьJust wanted to say thanks for the awesome tutorial! I loved how you showed us the mistake first and then gave us the fix - it made everything so clear and easy to understand.
ОтветитьSadly another tutorial without server model...
ОтветитьNice video! But I have an issue, I’m making a game that the player can use items. The items are prefabs and contain NetworkObjects, but I can’t spawn the prefabs in the player hand transform because of the player also has a NetworkObject. Any solution to this?
ОтветитьI can't seem to get the player nametags to show properly. Can you help me with that, thanks in advance!
ОтветитьGood tutorial so far, but what if I want to sync my player renderer mid-session? What if Instead of destroying the player, I want to disable the mesh renderer?
I can't seem to figure out or understand through the documentation on how to sync it properly between both host and client.
Excellent Tutorial. Thansk a lot! Now i understand Netcode a little bit better.
But i have one problem with my game now. If i start this game with 2 players (1 host, 1 client) for the host game everysthing works perfect. But in the client game when i move the player it moves with a big delay. first the text above the player moves and after that the player moves. but this with a big delay. Does anyone know a solution? Or is it just a bad connection?!
Pls , a coop game , with hosting also
ОтветитьLike this tutorial, but having one problem.
in the ShootFireball script, I cant call the DestroyServerRpc function on the host nor client. everything is spelt and capitalised correctly, ive tried putting it in the Movefireball script because the clients fireballs cant find the parent script for some reason. any ideas?
Nice one!
ОтветитьExcellent video, very much appreciate you clearly putting a lot of effort into this :)
ОтветитьFish net better
ОтветитьThank you for this video. It has been very helpful.
ОтветитьThanks!!!
ОтветитьAwesome vid!
ОтветитьI would love to see a multiplayer game that is turned based. Most Unity Content providers are showing samples of the same type of game where they control a player with movement and firing, etc. What about an example of a game where it is turned based and there are components that are not really assigned to a player but to a game manager. For example, if you have a spinner in the beginning of the game where it decides which player goes first. How does this work, do you spawn a network prefab or run an RPC to tell each system to run the same code. And, if so how do you sink the random generator variable because only the host client should actually determine the value. It then gets complicated on synched buttons that are shared. And, if you have a common UI (One that doesn't float over and belongs to a player) how do you sync things like text displays, turns left, money, health bars, etc. There are few examples of this type of multiplayer Netcode games. (Thanks!!!)
ОтветитьHello, great video. But I have questions about the camera. What if this is a fps game where every prefab character has a camera ? How do I remove/disable the other cameras besides the current player ?
ОтветитьI have lobby where the players can connect to the host. That is a differt scene, then the game scene. My problem is, that when the player connects, the player prefab will be spawn, in the lobby.
Can you tell me how can I manage that the player prefab is spawned when the game starts?
plz share your visual studio unity extensions list , all I can find are visual code ones.
ОтветитьI have problems with multiplayer.
The problem is when I want to install the client network transform plugin or multiplayer samples utilities, I can't import or install these plugins. Can anyone help?
thanks 😀
Ответитьis there a way i can have a reference to a list of players? I've tried network Lists but they always seem to break
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