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Questions tagged [unity-networking]

Unity 5.1 introduced a new framework to handle client+server networking, also known as UNet.

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Me and a friend created a basic multiplayer game in Unity using Netcode For GameObjects. We also used Lobby and Relay Gaming Services to make it easier to play with each other. There is only one ...
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I'm trying to synchronize 3-4 thousand game objects' positions and rotations. I need performance for my Unity game to remain relatively high (30+fps) and to keep the amount of data sent as low as ...
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I'm new to netcode and game dev and I'd like some input on a multiplayer buff/debuff system I'm working on in Unity, using NGO with a dedicated server. I aim to use a server authoritative architecture ...
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I'm a beginner about client/server calculations and relationships (never trust the client), and I would like to know if I did or didn't get the concept right. My weapons are calling this function ...
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I am using this Kinematic Character Control package I setup some Character Controls and all looks like it works fine in local. I am trying to setup some basic Networking. I installed Network for ...
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I've been dabbling in Unity. I learned the basics and I've created a few small games and one larger one. All of them were single player games. Now I want to create a game that's a 2 player - pretty ...
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I'm trying to create a Unity netcode LAN connection between a few devices. It works fine with a few devices as the host or the client, but some devices can only connect as a client and are not able to ...
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when the host try to move it works perfectly fine, but on the client, the client player does not move ...
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I'm using Unity NetCode for Game Objects. I have a player Prefab, inside it I have a canvas as a child of my player Prefab (I don't know if it's the best approach), which contains inventory, status, ...
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I have a tenant ID and client secret that I use to access my server and return an API key for users. I put it in start() However, hackers can decompile my game and access the server data. Is there any ...
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i got the main camera following the players but once a player rotate to left or right the other player would do it too at the same time. I noticed that the event happens on void Turning() (on the ...
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I'm attempting to implement rollback networking for an FPS game right now, but I'm not entirely sure about how to proceed. From what I know, it is bad practice to send over client positions whenever ...
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My current approach is to take an AudioClip, turn it into a byte array, then put it into an UploadHandler, attached to a UnityWebRequest, to send a POST request to a server. Right now, when I pass ...
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I have an older Unity Unet Game which I build 2 or 3 years ago and forgot about it. Now I wanted to show it to a friend but it does not work anymore. When I start the server as player1 in the editor I ...
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I have been reading the Unity Netcode manual and other related articles, which explains very clearly why it is essential to care about latency. Still, I haven't seen good examples of implementing a ...
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I have a player controller attached to the Player prefab - along with the NGO components Network Object Client Network Transform Network Animator In the Network Manager I have the Player prefab added ...
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Is there any mechanism in Mirror networking library to scale the load in case single server gets overloaded? There is possibility to use "lobby" conception, but if you want all players to ...
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I am instantiating a gameObject server-side using the code below. The problem I am facing is that the SyncVar "PlayerUnit" is null on the client, even though I referenced a networked ...
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Vast majority of modern network games use "lobby" conception: when limited amount of players connect to a single lobby server and play the game in isolation from everyone else who is not in ...
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I have a little problem with syncing booleans on my networking game. I use the Mirror-Package for networking and use KCP for transport. When the players basicly collide each other (using a sphere ...
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I am currently developing a multiplayer game with unity using MLAPI sdk. Right now i have an API Gateway for everything that is not directly gameplay and theirs also Zone servers AKA Gameplay servers. ...
Mathieu Landry's user avatar
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I'm working on an online game on my computer localhost. to do this I use Xampp. Anyway, my problem is that the UnityWebRequests ...
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I am trying to track 2 lights and send that data to Unity for VR controller tracking. How do I get started? Do I make an app that communicates with Wifi or something? And how do I detect the lights? ...
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I am trying to create a virtual workspace where one user can share his computer screen (and show what other Desktop applications are running) onto an in-game screen in unity. By researching I did not ...
Mike Harb's user avatar
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I'm developing a game that consists of many mini-games. We want the user username to be recorded and saved. Also, each time the user plays one of the mini-games, some reports for that specific mini-...
Alireza Peer's user avatar
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I'm working on a simple game with an authoritative server. The player can move in 4 directions on a 2D board. The game samples input at 30hz and sends it to the server. The server also runs at 30hz. ...
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Im trying to make a progress bar based on downloaded images from Firebase storage, now firebase does provide a snipper which works per image ...
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I have been trying to work out a subscription form for my game and thanks to you guys here, I came to a solution which works but still needs some changes. The idea is to have an input field in the ...
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hey everyone any ideas why im getting a 400 error? im trying to post a json to a subscription list. doing that through postman works just fine! ...
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Hey everyone so i want to add a subscription form on my game. so far i can send data to a database and display them on a leaderboard, i found a similar question here but its a bit outdated. Ideally i ...
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Since you can not pass actions as parameters to commands and rpc calls, how would you sync actions ? My main goal is to find an easy and generic way for objects to easily do actions from their local ...
Çağatay IŞIK's user avatar
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I know that with Unity's networking system, you will have to pay Unity if you have more than X players on your servers at the same time. I believe this is because that Unity is hosting the servers, ...
Millard's user avatar
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Its weird how documentation literally states that For more advanced uses, such as object pools or dynamically created Assets, you can use the ClientScene.RegisterSpawnHandler method But seems like ...
Nick's user avatar
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I came across this unity Unity conference video on buillding multiplayer games https://www.youtube.com/watch?v=CuQF7hXlVyk Form, this image we can see there are 3 P2P methods and 1 Direct client ...
youhsia's user avatar
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I've been having a lot of trouble understanding networking in fast-paced games. A server has a fixed tickrate, and the server receives input from clients at a fixed rate as well. Let's assume that a ...
blackhole's user avatar
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I had reinstalled Unity and Unity Hub to fix package manager error, and when I try to log into Unity Hub after it installs, i get the following error "The server is currently unresponsive" I tried to ...
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I am having an issue with Mirror's network transform component in unity. Players cannot see each other move, and in the inspector window only the host's player moves (this is not updated to the ...
Ben's user avatar
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It works perfectly when I try to connect locally from my editor to my running build. But after I start the server on my Android, and try to connect to it from my editor, it time outs: As you can see, ...
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I'm developing an educational game whose main mechanics are not multiplayer-oriented. However, I would like to add a feature that allows the teacher to enter the game and all students can see him, but ...
Andres Sarmiento's user avatar
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I have integrated WebSocketSharp with Unity 2018.4.14f1 and it works well with Android and IOS. I wanted to know that most of the other socket.io plugins for unity have a wrapper of Class Packet over ...
user135890's user avatar
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I know that making multiplayer games in Unity costs money because of the servers that are used in connecting the players. So basically its free upto 20 CCU and then it increases as per the CCU. Its ...
Sarvagna Shukla's user avatar
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There are plenty of good Websocket APIs for C#, but I run into trouble when targeting Unity WebGL due to this restriction described in the Unity documentation: No direct socket access Due to ...
Jonas Re's user avatar
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I am using Mirror to handle the networking aspect When I spawn an object on the network, I Instantiate it on the server and then use NetworkServer.Spawn to notify all clients to spawn the object. ...
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I have made text file and I put it on Dropbox, I have in this text file a value. From my code, I want to check if this value is 1. I have tried this code, inspired by the Unity example, but it looks ...
NADER LABBAD's user avatar
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Maybe I'm asking dumb question, but this problems bothers me... So I have my networked game in Unity (client), and server written in C# (without Unity). I Use ENet library for networking. Most of ...
Klocek's user avatar
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I'm making a shooter in Unity with UNET, and of course I handle projectile (like arrows) collision on the server. The arrows are Networked rigidbodies with NetworkBehaviours, and I would like to ...
Tudvari's user avatar
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I have a vehicle with custom wheels which are connected to it by the HingeJoint components. Everything works perfectly when using this car in single-player mode. Wheels are actually as ...
Serg's user avatar
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I built a casual game where the user answer the right word in random question. Now I want to make this game multiplayer (4 players) working on smartphones and tablets (Androird & iOS) where all ...
Lobsang White's user avatar
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I'm prototyping a two-player typing game in Unity. I don't have any experience making multiplayer games, so I'm not sure how to best approach the netcode. For this game all I think I really need is ...
crass_sandwich's user avatar
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I have been trying to use the low-level API for UNET and the focus of this problem is this: ...
Parsa Rahimi's user avatar