How to tell when I've received the Server's state after the client connects
I'm trying to do a simple thing - I want to delay the Network.Instantiate() of my player object until my server finshes sending it's current state at time of connection. Is there an easy way for the...
View ArticleHow can I create multiple camera locations.
I'm working on a game which has vehicles, and each vehicle can have multiple camera locations. I would like to do something like the following: Vehicle CameraRig FrontCamera RearCamera LeftCamera...
View ArticleHow to fix "Actor::updateMassFromShapes: Can't compute mass from shapes: must...
I have a client/server game which has spaceships flying about a scene. Every now and again my server will issue the following error **Actor::updateMassFromShapes: Can't compute mass from shapes: must...
View ArticleUsing BroadcastMessage on OnCollisionEnter
Hey all, I need to fake an OnCollisionEnter() event, and ensure that every MonoBehavior attached to a given gameObject receives the event, and processes it just as if it were a real collision. I'd love...
View ArticleNetwork.Instantiate & Destroy buffered RPC problem
Can somebody verify that Network.RemoveRPCs(viewId) will only work if the caller is also the owner of the networkViewId ? If so, it answers my question & provides me a path forward. A sandbox...
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