This helped me get my iPhone6 to connect to the multiplayer could via match-maker service! Thank you ^^
I’m getting these errors on network starter project.
Create Failed:[[UnityEngine.Networking.Match.CreateMatchResponse]-success:False-extendedInfo:Failed CreateMatch for appId=Invalid]-address:,port:0,networkId:0x0000000000000000,nodeId:0x0000,usingRelay:False
UnityEngine.Networking.Match.c__Iterator0`1:MoveNext()
And also i cant connect from my own project too which was working fine. Anyone knows the solution or the reason for this issue ?
Same issue as Olcay, except works fine for me in the starter project. I cannot get it working at all in my own project. Hidden settings? All I can see is the Cloud Project ID setting.
At least someone should tell that this is a bug which will be fixed. Or… this problem is an issue about settings or needs an additional thing to do. No one confirms that this online matchmaking is working in webplayer or in multiple PC :S It’s only working on editor.
And also i tried to create a cloud project and build my project there… After a succesful build, still same problem.
Error (using Unity 5.1.1p2) when opening 2dshooter project:
UNetWeaver error: Command [Other:CmdDoMe] parameter is of the type [Transform] which is a Component. You cannot pass a Compent to a Command. Try passing data from within the component.
UnityEngine.Debug:LogError(Object)
Unity.UNetWeaver.Log:Error(String) (at /Users/builduser/buildslave/unity/build/Extensions/Networking/Weaver/Program.cs:19)
Unity.UNetWeaver.NetworkBehaviourProcessor: ProcessMethods() (at /Users/builduser/buildslave/unity/build/Extensions/Networking/Weaver/UNetBehaviourProcessor.cs:1263)
Unity.UNetWeaver.NetworkBehaviourProcessor: Process() (at /Users/builduser/buildslave/unity/build/Extensions/Networking/Weaver/UNetBehaviourProcessor.cs:51)
Unity.UNetWeaver.Weaver: ProcessNetworkBehaviourType(TypeDefinition) (at /Users/builduser/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:997)
Unity.UNetWeaver.Weaver:CheckNetworkBehaviour(TypeDefinition) (at /Users/builduser/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1436)
Unity.UNetWeaver.Weaver:Weave(String, IEnumerable1, String, String, String) (at /Users/builduser/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1536) Unity.UNetWeaver.Weaver:WeaveAssemblies(IEnumerable1, IEnumerable1, String, String, String) (at /Users/builduser/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1605) Unity.UNetWeaver.Program: Process(String, String, String, String[ ], String[ ], Action1, Action`1) (at /Users/builduser/buildslave/unity/build/Extensions/Networking/Weaver/Program.cs:33)
UnityEditor.Scripting.Serialization.Weaver:WeaveUnetFromEditor(String, String, String, String, Boolean)
Is there an example for controlling a prefab from two players. For example, I have a driver and gunner and I want the driver to own control of the driver vehicle prefab’s movement but I would like to gunner to update vehicle’s turret. Right now I have the gunner using one prefab setup with turret controls and the driver uses a different prefab setup with steering controls.
For guys with trouble in opening 2dshooter example.
Edit Other.cs : Line 80
public void CmdDoMe(int val, Custom c, Transform me)
to
public void CmdDoMe(int val, Custom c)
Hi! I tried publish move game on Web GL but it is not worked. Does anybody know why?
Can anyone tell me where to get the updated version of the 2Dshooter. The one found on this forum does not work with regards to syncing bullet movement. It also differs from the Unite talk demo.
Thanks,
Does anybody know how to attach camera to the player in multiplayer game? My cameras of different players are mixed…
There are two different computer and the network is different too。One of the PC has created the internet match, but another one can‘t find it.Does anybody know how to solve it?
Since I switched from using the old GUI, to the new GUI system (as used in the NetworkStarter project), The client-player in never instantiated when the game starts. Also, ClientRPC calls are no longer being called on the server. Any ideas here?
Is there a sample that shows how to use the Matchmaker with LLAPI NetworkTransport?
i am still not able to connect pc and android together using match maker.
what wrong i am doing?
Can anyone suggest how to find the IP address being used by NetworkServer.Listen(port) ?
FYI i fixed this by updating to 5.1.2p2
Interesting, there was no mention of multiplayer bug fixes in that patch. Maybe updating will fix some of the issues I’ve been seeing. Thanks for the tip.
The ball sample demonstrates the problem I’m having… desync. Are there any projects that are in sync? The game I’m working on has grid based continuous movements and even minor desync is incredibly noticeable.
–edit
2d shooter also has very noticeable desync issues. When a client thrusts, it hits walls first on the server so the client rebounds against nothing.
Are there any examples with highly synced players?