#Multiplayer Game Architecture
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error is gone, it seems to be that it was caused by calling network manager in loops while a connection was attempted to be made
but the client does not connect still
See that last message there
that is proviing to you that the SErver ID is the Owner ID
not the Lobby ID
so you can take that to them
yes that is correct
the server ID SHOULD be equal to the lobby owner ID
I just like to show proffs
yes
you connect to a User not to a Lobby
that is what your showing
yeah so my code (technically our code) is correct
but the client is not connecting for one reason or another
yep have to work with them on that
so question
if i call the start client on GameServerSet(LobbyGameServer server)
as far as Steam is concerned assuming both users are legit and not limited then all should connect
shouldnt i do a check to only run this if ur not the host?
You dont want the host to do that
there are several ways to insure the host doesn't do that
yeah... so i wrote if Network host then return
and the best one is that the host is not in that scene any more
but they told me to remove it
public void AttemptToConnectClient(ulong hostID)
{
if (NetworkManager.Singleton.IsHost)
return;
transport.ConnectToSteamID = hostID;
Debug.Log($"Server ID = {hostID}, Lobby ID = {WorldLobbyManager.instance._lobbyManager.Lobby.SteamId.m_SteamID}, Lobby Owner ID = {WorldLobbyManager.instance._lobbyManager.Lobby.Owner.user.id.m_SteamID}");
_networkManager.StartClient();
}```
@indigo umbra i installed facepunch transport, to see if the transport is the issue
but i got this error Packages\com.heathen.steamworks\Runtime\API.Voice.cs(13,53): error CS0433: The type 'SteamUser' exists in both 'Facepunch.Steamworks.Win64, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' and 'com.rlabrecque.steamworks.net, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
Facepunch is not going to work for you at all
its a completly different wrapper
i am trying to see if the transporter is the issue
because i restarted and connected
it worked twice
and didnt like 8 times?
if the transport was the issue mate ... EVERYONE would have the issue
maybe it's my internet?
it has to be something unique to your situation
or i am missing something
but Facepunhc is not compatable with our kit or Steamworks.NET in general
it is its own thing
i'll read the wrapper documentation
from my debugging
it seems like the event that tells the client to connect
does not always get called
it gets called sometimes and not others
the one time the connection worked
it spawned 2 players (correctly)
but i can control the movement of one character
and the animations of the other one
xd
again your not the only person building games on NGO using that transport
so
its not fundamentally that transport
1st rule of programming it is 99.99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999% of the time ... Your code ๐ that caused the issue
course there is that fraction of the time time it is the underlying API
but its supper rare
you have a better chance of winnign the lotto
but ya I cant really help you with NGO
I dont use it
I dont use Unity much anymore actually
unreal?
yep
how hard is it to learn?
compared to unity
its not apples to apples
cant really compare that
Unreal is much more structured
it is a far more complete engine
I would say in general that I would think its easier for indies to build a complete game with
That said I cant really say if its easier to learn or not that really depends on way to many factors to make it a relivent thing to try and say