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Found 16 results

  1. In order to understand how networking works, and how communicating between computers, it is useful to learn the sequence of connecting to a server. It is convenient to use one server version of each scene in a Unity project and one client version of each scene. This is useful for when you want to separate the server and client applications from each other. Connecting client and server Network Views RPC Details State Synchronization Details Authoritative Server Leave a like if you found this useful!
  2. Hey, my name is Justin Smith, I'm 15 years old and the lead dev of our Project. This is merely an idea I wish to make a reality, we are currently searching for as many developers as we can get, if you are interested email me at: crux.cyanide@gmail.com or tymelapse.studios@gmail.com Some info about Project Initiative ----------------------------------------- Project Initiative is a First Person, action packed shooter based in the Halo universe. Featuring the following main game-modes: -Firefight -War Games (Matchmaking) -Anvil (Forge) -Battle Sim My goal is to create the ultimate Halo PC experience, bringing the iconic Multiplayer, the original weaponry, and tons of new content and tweaks with the same old fun and fast paced action as the original. Project Initiative is built around the community and centered laregely on the Anvil (Forge) aspect of the game, enabling a file-share system, a custom games lobby, and even the ability to add your own modifications to the game and import your own meshes/textures into Anvil. Anvil will enable map creation, map modification, AI spawning, a custom scripting system, an in-game screencorder, and much more to come, stay tuned! Join me if you would like, but keep all nay-saying in PM's (NOT comments below )
  3. Hello all! I've been working on this for a while and I think it's time to release something.. TIN Networking Solution (alpha 5.1) "so", I hear you say, "what does TIN stand for and what does it do?" Well, that's a good question, and to that I answer: The Indie Network yup... But let me get into some more detail before you go. This is meant to be a cheap alternative to all the other networks out there, it's a pay once, receive files and all future updates, totally customizable network built for the indies, you guys. "oh", you say, "but how is this better than the others?" I can't exactly say it's better, that's a matter of opinion. But I'm still going to try and convince you it's better than the others Let's see some comparisons shall we? Comparisons: - Photon: Free and limited version, or pay $95USD once for a 100CCU "life-time" plan - uLink: The "Indie license" is $600USD, 'nuff said - SmartFox: Basic license, free but only 20CCU; Pro license with 100CCU, €500.00, once again I don't think I need to explain this (I would add UNet here but I haven't tried it or looked too much into its features) and now TIN's features! Still not convinced? You get FULL CONTROL over (almost) every aspect!! - Using the plugin system you can do virtually anything, even send and receive packets that only your plugin receives, send messages to other clients, say "hi" to the server, anything you wish - Want a matchmaking system? That's pretty easy since there's already a way to get any amount of servers with a certain category! - Got an old network kit but it uses Unity's legacy network? Give it a shot, shouldn't be too hard to convert to TIN TIN was made to be easy, fast and reliable; for you, for us, for the indies Some screenshots of TIN in action (links fixed) If you're interesting in purchasing TIN contact me either here on AU or via Skype (live:lcomstive) TIN is currently going for $30USD ($50USD for source code included) Documentation: http://www.tindocs.host.sk/
  4. I currently have some ideas for an FPS, and I'm deciding on my networking solution. I have servers, and some dev cash, so cost isnt a deciding factor. I want a networking solution that is easy to deploy ( not as much networking scripting, as I want to focus on actual gameplay), and plays nice with Mecanim. I have extensive knowledge of Photon, and dont know alot about Bolt. Please help.
  5. Hi Everybody :'D. I would like to know a networking system which offers you the posibility of running your own dedicated server, independent from the others ones. Thanks (- Im pretty noob at this area)
  6. Hey guys, I am a new Unity3d programmer and I have no expirience with Networkporgramming. So my qeustion is: Why are most developers using Photon-Networking. I searched a lot of learn stuff but only for Photon. Is Unity3d- Networking(RakNet) so bad? I mean you have to pay for photon and your are dependent. I hope you can enlighten me
  7. Hello! I have a problem. i'm using Photon Unity Networking for a multiplayer fps game. i have made an empty object and added a new script for connecting and spawning. after i finshed coding i tried running the game but i get two yellow errors saying "The refrenced script on this Behaviour is missing!" i'm using unity 5 and i'm follownig this tutorial https://www.youtube.com/watch?v=mLAilMkRxYU&index=4&list=PLbghT7MmckI7BDIGqNl_TgizCpJiXy0n9 This is my code: using UnityEngine; using System.Collections; public class NetworkManager : MonoBehaviour { public Camera standbyCamera; // Use this for initialization void Start () { Connect (); } void Connect() { PhotonNetwork.ConnectUsingSettings( "MultiFPS v001" ); } void OnGUI() { GUILayout.Label( PhotonNetwork.connectionStateDetailed.ToString() ); } void OnJoinedLobby() { Debug.Log ("OnJoinedLobby"); PhotonNetwork.JoinRandomRoom(); } void OnPhotonRandomJoinFailed() { Debug.Log ("OnPhotonRandomJoinFailed"); PhotonNetwork.CreateRoom( null ); } void OnJoinedRoom() { Debug.Log ("OnJoinedRoom"); SpawnMyPlayer(); } void SpawnMyPlayer() { PhotonNetwork.Instantiate("PlayerController", Vector3.zero, Quaternion.identity, 0); standbyCamera.enabled = false; } } Thanks for your help!
  8. Hello everyone! I am using Unity's bult-in networking scripts and functions and etc. I am currently making a Authoritative server for my game using untiy. My current goals for now: Authoritative movement [$10] Authoritative shooting (raycast not prefabs) [$10] Authoritative health values [$10] If you can help me script and learn how to do the above (over skype) I will pay you! How it will all go down: Reply with skype and add eachother. Talk over skype + screenshare to ensure learning of whats going on. Once learned and completely scripted, I will pay you via paypal. (If for any reason you cannot complete everything, I will not pay until everything is complete)
  9. So I'm making a 2D game, and I want to impement co-op. So far I understand networking, but while searching for a problem, I found this post: "You mention "Network.Istantiate". Don't use it, it's just a demo function for "hello world" projects. (It's a bit like "Invoke" which is good for beginners but normally you just use coroutines.)" (link : http://answers.unity3d.com/questions/326626/games-with-multiple-maps.html ) I tried to google this, and why I shouldn't use it, but only found posts about this from the same guy on unity answers, "Fattie". So my question is, should I use Network.Instantiate, and if not, why not? (Note: I know how to handle networkplayers from this : http://docs.unity3d.com/ScriptReference/Network.AllocateViewID.html , but Network.Instantiate would be faster to write)
  10. Hi guys, I'm trying to add multiplayer chat to my game and have run into a bit of a problem. I'm using the base InRoomChat script that comes with the base PUN package. I've made minor alterations to the code to make it so new chat messages appear at the bottom of the scrollview, and also made it so the scrollview scrolls down as new chat messages are entered. I've attached the script to my playercontroller prefab which is spawned when a player enters a match. When there's only one player utilizing the chat, it works fine as seen in the bottom left of the screen shot below: When a second player begins using the chat, however, instead of the new player's messages being entered as a new chat line in the scrollview, it writes the message directly on top of the first player's message as if that player had not sent anything at all. The screenshot below demonstrates this behavior: Do I need to do something with OnPhotonSerializeView? Or maybe just move the call to create the scrollview into the RPC? Anybody have any ideas? I've included the code below. Thanks in advance for any suggestions! using System.Collections.Generic; using UnityEngine; using System.Collections; [RequireComponent(typeof(PhotonView))] public class InRoomChat : Photon.MonoBehaviour { public Rect GuiRect = new Rect(0,0, 400,200); public bool IsVisible = true; public bool AlignBottom = false; public List<string> messages = new List<string>(); private string inputLine = ""; private Vector2 scrollPos = Vector2.zero; //private Vector2 scrollPos = new Vector2(0, 400); public static readonly string ChatRPC = "Chat"; public void Start() { if (this.AlignBottom) { this.GuiRect.y = Screen.height - this.GuiRect.height; } } public void OnGUI() { if (!this.IsVisible || PhotonNetwork.connectionStateDetailed != PeerState.Joined) { return; } if (Event.current.type == EventType.KeyDown && (Event.current.keyCode == KeyCode.KeypadEnter || Event.current.keyCode == KeyCode.Return)) { if (!string.IsNullOrEmpty(this.inputLine)) { this.photonView.RPC("Chat", PhotonTargets.AllBuffered, this.inputLine); this.inputLine = ""; GUI.FocusControl(""); return; // printing the now modified list would result in an error. to avoid this, we just skip this single frame } else { GUI.FocusControl("ChatInput"); } } GUI.SetNextControlName(""); GUILayout.BeginArea(this.GuiRect); scrollPos = GUILayout.BeginScrollView(scrollPos); GUILayout.FlexibleSpace(); for (int i = 0; i < messages.Count; i++) //for (int i = messages.Count - 1; i >= 0; i--) { GUILayout.Label(messages[i]); } GUILayout.EndScrollView(); GUILayout.BeginHorizontal(); GUI.SetNextControlName("ChatInput"); inputLine = GUILayout.TextField(inputLine); if (GUILayout.Button("Send", GUILayout.ExpandWidth(false))) { this.photonView.RPC("Chat", PhotonTargets.AllBuffered, this.inputLine); this.inputLine = ""; GUI.FocusControl(""); } GUILayout.EndHorizontal(); GUILayout.EndArea(); } [RPC] public void Chat(string newLine, PhotonMessageInfo mi) { string senderName = "anonymous"; scrollPos.y = Mathf.Infinity; if (mi != null && mi.sender != null) { if (!string.IsNullOrEmpty(mi.sender.name)) { senderName = mi.sender.name; } else { senderName = "player " + mi.sender.ID; } } this.messages.Add(senderName +": " + newLine); } public void AddLine(string newLine) { this.messages.Add(newLine); }
  11. Does anyone know any nice Socker Server tutorials for C and C++??? I searched the internet couldn't find any Thanks
  12. So I was wondering in Photon Networking there is something called PhotonNetwork.Loadlevel when th client connects a game what happens when its Unitys default networking instead of Photon.?????
  13. Hey guys! long time visiter first time poster! i have a small problem. i am using photon for my current project, i am calling an rpc to create bullet holes/particles on hit, but i cant figure out how to parent the instanitated bullet holes over the network, as photon cant serialize a transform! so my bullet holes just hang in the air if the target moves or is pushed by the impact of the bullet. idealy i guess i would need to send my rpc a transform of some kind? so i knows what to parent too? Any ideas guys? im new to the whole fps thing =/ [RPC]//Come back to this void BulletMarkFX (bool ranged,string tag,Vector3 hitpoint, Quaternion hitNormal){ GameObject markObj; if(ranged == true){//not a melee weapon //find the tag name of the hit game object and select an impact mark for the surface type switch(tag){ case "Dirt": markObj = dirtMarks[Random.Range(0, dirtMarks.Length)]; // Debug.Log ("This is shit"); break; case "Metal": markObj = metalMarks[Random.Range(0, metalMarks.Length)]; break; case "Wood": markObj = woodMarks[Random.Range(0, woodMarks.Length)]; break; case "Glass": markObj = glassMarks[Random.Range(0, glassMarks.Length)]; break; default: markObj = dirtMarks[Random.Range(0, dirtMarks.Length)]; break; } }else{ switch(tag){//select a melee weapon impact mark case "Dirt": markObj = dirtMarksMelee[Random.Range(0, dirtMarksMelee.Length)]; break; case "Metal": markObj = metalMarksMelee[Random.Range(0, metalMarksMelee.Length)]; break; case "Wood": markObj = woodMarksMelee[Random.Range(0, woodMarksMelee.Length)]; break; case "Glass": markObj = glassMarks[Random.Range(0, glassMarks.Length)]; break; default: markObj = dirtMarksMelee[Random.Range(0, dirtMarksMelee.Length)]; break; } } //markObj = dirtMarks[Random.Range(0, dirtMarks.Length)]; Instantiate(markObj, hitpoint, hitNormal );// Quaternion.identity); //AudioSource a = markObj.transform.GetComponentInChildren<AudioSource>(); //a.pitch = Random.Range(0.96f * Time.timeScale, 1.0f * Time.timeScale); //markObj.transform.parent = (GameObject)hitpoint; //Debug.Log (tag); //Debug.Log (hitpoint); }
  14. Heyy Guys, I'm just really confused on what I should use?? Photon? https://www.exitgames.com/en/PUN OR UnityPark Suite? http://developer.muchdifferent.com/unitypark/ Or I'm thinking I'm going to go to the source engine, I can't do networking for shit. Cheers
  15. var gameName:String = ""; private var btnX:float; private var btnY:float; private var btnW:float; private var btnH:float; function Start(){ btnX = Screen.width * 0.1; btnY = Screen.width * 0.1; btnW = Screen.width * 0.2; btnH = Screen.width * 0.2; } function startServer() Network.InitializeServer(32, 25001, !Network.HavePublicAddress); MasterServer.RegisterHost(gameName, "My Game", 'This is My Game "); } //Messages function OnServerInitialized(){ Debug.Log("Server Initialized!"); } function OnMasterServerEvent(mse:MasterServerEvent){ if(mse == MasterServer.RegistrationSucceeded){ Debug.Log("Registerd Server"); } } function OnGUI(){ if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start Server")){ Debug.Log("Starting Server"); startServer(); } if(GUI.Button(Rect(btnX, btnY * 1.2 + btnH, btnW, btnH), "Refresh Host")){ Debug.Log("Refreshing"); } } Hey guys. So ive been following a tutorial on adding multiplayer. Ive been ok at fixing the errors (Just forgot to add a ; or a { ) but this one I can't figure out D: it says its on line 16,5 and line 17,72 which is the Network.InitializeServer and the line below it ( I think ) Anyhelp would be awesome! Thanks -Stuart
  16. There are not that many candidates when question comes to choosing which unity networking platform to choose. There are only couple serious candidates, and me to it looks like smartfox and photon are the only serious choices. I took a look at smartfox page and to me it seems that smartfox is used by a lot more professional an multimillion corporations. http://smartfoxserver.com/showcase/customers Also there are a lot of more commercial games which use smartfox then photon. http://smartfoxserver.com/showcase/projects?platform=All&server=All But still not sure what programming language can be used for smartfox, c# ? When it comes to photon, https://www.exitgames.com/en/PUN not sure what to think, a lot of developers have been using photon, but i have seen many finished examples, if you know such page, please post it. I'd like to hear developers opinions on this, and by developers i mean persons who actually understand something, who have read information or interesting articles. Not the ones who have watched a tutorial on youtube and feel like they know everything. I really don't want anyone to mess the air with false information. Edit: http://www.burtonsmediagroup.com/blog/2012/06/5-middleware-tools-for-creating-mmo-games/