🀝help

1846 threads · Page 4 of 37

[Resolved but badly] Am I using ReplacePlayerForConnection wrong? 4 messages
Resolved
Spawn scene object error with ForceShown across multi-scene setup 3 messages
Resolved
Implementing Mirror in a prototype (MAJOR desync) 41 messages
Resolved
Error: There is already a player for this connection (2 online scenes) 5 messages
Object with network identity component and force visibility shown becoming inactive on client 6 messages
Remote multiplayer setup 36 messages
Resolved
when is the fastest time to call cmd func? (about ready/not ready status)🀕 14 messages
Resolved
"MIRROR" preprocessor identifier undefined when "UNITY_SERVER" is enabled 13 messages
Resolved
Can't shutdown Steamworks.Net connection when returning to main menu from game scene 2 messages
Resolved
Teleport rotation w/ NetworkTransform and children (Mirror 44.0.2) 13 messages
How can i respawn an obj when it has been unspawned before 17 messages
Do I need to port forward to be able to play in the same Wifi ? 7 messages
Resolved
How to reduce NetworkTransform syncing cost ? 85 messages
Resolved
mirror implementation on existing project 3 messages
Max string length 5 messages
Waver 20 messages
Multiple servers 12 messages
Custom backend for persistent economy 5 messages
Does the "Network Start Position" feature not work if "Auto Create Player" is checked? 6 messages
Sprite Image Not Synced Across Players 3 messages
Port forwarding required for sure? 14 messages
What is the best way to move a player with visual components to the next scene from the lobby using 3 messages
Playflow integration errors 6 messages
How to Add Network Identity to Dynamically Loaded FBX Assets for Host-Client Spawning in Unity 5 messages
Sync help 2 messages
SyncVar hook callback on server (host-client) gives me null when using Client->Server orientation 5 messages
Help with DDoS attack 81 messages
Owner can't see their own player prefab when using custom InterestManager 6 messages
Old project with unity 2020.1.11 2 messages
How can I set different send rates for different networked objects? 3 messages
Syncing Multiple Controllers with Animator 4 messages
Resolved
Ready Status and custom player observing/spawning 3 messages
Resolved
Server making 1 player but both clients believe it's their local player 15 messages
Resolved
Question about Execution order, scenechange, addplayer 2 messages
Resolved
Error "Invalid URI: The hostname could not be parsed" 6 messages
Resolved
problem with Voice Chat in Mirror, Unity 34 messages
Resolved
All NetworkMessages are sent but never recieved after loading online scene for the second time 2 messages
Player can't join lobby after hosting 6 messages
Windows Client not finding remote games 2 messages
Resolved
i got this 14 messages
Resolved
Host/Client Architecture only working with localhost 2 messages
Resolved
Help with high CPU usage (movement sync) 12 messages
Resolved
Multiplayer hosting 7 messages
Calling network from non-Network Behavior object 2 messages
Resolved
Additive scenes 2 messages
Resolved
Is BasicAuthenticator safe? 6 messages
Documentation Archive for v70.0.2 2 messages
Resolved
Mirror works on nintendo switch? 3 messages
Resolved
How to get the Mirror to work for singleplayer too? 40 messages
Resolved
Multiplex Transport - select active ? 8 messages
Resolved