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Showing results for tags 'lobby'.
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I need help working on a lobby/matchmaking system for my Photon integrated game. Once you've been matched the game starts when full (20 player slot) and isn't joinable after it starts. It would be nice to have players able to select there model before matchmaking and spawning in with that character. If someone can help me out I'd be willing to pay for your code. I'm willing to spend upwards to 60$-100$ Thanks:)
I haven't contributed much to this community so I think I'll start with a script I made for my current game, it's a multiplayer lobby using only Unity's Default Networking. You choose a username then choose either to start or connect to a server, the screenshots show inside the lobby using a custom GUISkin (WIP) The script is C# but I can convert to JS if anyone needs it. And some screenshots: any problems just reply to this or pm me NOTE!!! I have not tested it online, it works localhost but should work over the net if you have the right network configuration (static IP + ports forwarded) Link to webplayer version: https://dl.dropboxusercontent.com/u/156070912/Unity/Webplayer/Webplayer.html
Hey, i have an problem. So the problem is that when i start a match and then join the lobby with a second instance of the game and click join game only one of the player can see the other one. In the Demo scenes from photon eg the DemoBoxes scene there are works all right. When you create a server and spawn some cubes and you connect with a second one the other see the "old" cubes wich was spawned by the first player. I am not a beginner or a noob in Unity and photon but i dont know how it works, maybe i am blind and its so easy that i dont find it. So anybody know how to do it ?