So last night, actually, all of yesterday I was trying to fix a bug that just randomly shows up out of the blue.
I finally got it fixed, I go to bed, I run my game today, and its back. I didn’t even touch anything!
And I can’t fix it this time, I tried rebuilding my network manager, rebuilding my player prefab.
Everything that spawns on the server, is on the client as well.
It seems like this is here for absolutely no reason at all.
UNet seems really good, if your just making a basic game, with an arena death match or something, and where the player spawns automatically. But if your trying to make a survival/RPG or anything with inventories, and when you need to be able to rejoin a server and still have all your shit. Its the worst possible choice you could have made.
I’m at the point where I want to literally pay someone to help me get this working properly. This has been the only bump in my project, I’m haven’t being doing any art cause I’m stuck trying to get this working, and I’m tearing my hair out. I’m getting way behind in my schedule, and literally the only thing I’m trying to do is get custom player spawning, where each player has his own inventory.
Does anyone know a good alternative to UNet, that is authoritative server type deal, and that you think would be good for an MMOFPS? I really don’t think Unet is feasible for my project, and I’m losing hope in having my game be online, which I really really wanted.
This is exactly how I feel about UNET/HLAPI. It’s because there’s no staff to answer Q+A and no proper docs/demos to even get basic stuff working when it comes to anything pre-game (including reconnecting). Check out my complaint thread.
In the meantime, if you find out how to do this well, please add to the Unofficial Documentation thread~
I found the HLAPI unsuitable for multiplayer RPG/FPS. I use NetworkServerSimple and define my own messages. This of course needs a dedicated server, for which I use a separate Unity project on a rented virtual host.
I believe that the intent for uNet was that the HLAPI was for smaller/mobile games. NetworkServerSimple is far more suited to bigger games, where you can use your own control methods. I don’t use RPCs or Commands, just custom message events, and (so far) this seems to work quite well. On a previous test, I had 10 concurrent players with no appreciable load on the authoritative server. Obviously that is a small test, but it was encouraging none the less.
It WAS encouraging … for something so new, I didn’t expect it to be instantly abandoned. I’ve been looking into Photon Thunder that uses the same HLAPI/UNET code (99% the same) but uses THEIR servers. With support. And docs. REAL support, demos and docs, so far. They also try punchthrough first (direct connections, les lag). Even a non-broken host migration feat. Claims of 1/5 the price.
Yes, please. Unity needs to step up their game – how can you add subscription models, then ignore support and stop adding docs to features still advertised?
i know your pain, i’v been developing a mmo with unet a long time now and i can agree on the fact that unet is good for simple games, not for large scaled games, despite that i got around and learned about unet a bit more and got things working my way, but was hard though. If you need any help pm me, i can try to help you. Still looking forward each day to find a next challenge with unet