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maybe in
public class UNetTransport : NetworkTransport
```
public string ServerBindAddress = "";
public override bool StartServer()
{
var topology = new HostTopology(GetConfig…
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While migrating from Apollo 2 to Apollo 3, I can't find a trivial replacement for usage of `ApolloClient::enableSubscriptions/disableSubscriptions`. These APIs called down to `SubscriptionManager.star…
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I am copying over files directly from Unity's BossRoom example straight into my own project. I have installed the necessary Transport packages and have them up to date. For some reason my Unity.Netcod…
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### Description
[Netcode] Received a packet with an invalid Hash Value.
When attempting to establish a connection between a Windows PC and a Mac in my multiplayer game, I receive the error:
…
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### Description
I use heavily custom messages and time to time client shutdown crashes. Don't have reproduce steps but concept is pretty simple:
```
// At Unity.Netcode.NetworkManager.ShutdownInt…
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As timer is client based, any differences in latencies causes differences in starting time and in ending time. Meaning some get to play when others haven't even begun or already finished the game.
-
```
Currently for Android you have Apache and UrlConnection based transports.
Square has very good alternative http client that works for Android 2.2 and
higher.
https://github.com/square/okhttp
`…
-
### Description
When connection manager is receiving disconnection message, it uses TransportIdToClientIdMap and ClientIdToTransportIdMap to find the client and manage the disconnection.
However i…
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Unity has a new networking system and so the previous system, that we use, has been deprecated.
From the Unity doc : "Unity 5.1 has a new and improved Networking system with more flexibility and powe…
-
```
Currently for Android you have Apache and UrlConnection based transports.
Square has very good alternative http client that works for Android 2.2 and
higher.
https://github.com/square/okhttp
`…