jup, when playing on one device you should deactivate relay and play over ip, if all your clients would be on the same computer, you dont need to send that information over a relay. So for testing dont use the relay :)
I have a singleplayer car game project can I play with my friends whitout relay and just with unity netcode ? and can you explain about the buttons what functions are they calling.
If you don't want to use relay, you need to port forward, a port on your Router! the Buttons just call a function on the network manager singleton, to start as Host / as a Client
Will you be making a video on how to make all the networking go through a dedicated server? If not. Do you recommend anything to help me add that? All the ones I've seen so far do not use unity's netcode
netcode is the official unity networking solution, wich also integrates perfectly with Unity ECS. Its easy to work with and has all the necessary features for multiplayer games
If you have a Canvas don't put it on the player Prefab, otherwise lets say we have 4 players each of them would have 4 canvases trying to render the UI. You just wanna put it in the Hirachy, so that every player has ther canvas. you can send inforamtion from the host to the client for example like health etc. Let me know if you have any questions
I would just teleport the player in the OnNetworkInitialized Method, maybe make some premade spawn-points (empty game-objects) that you save in a singleton, and teleport the player to a random one
Haw do you make network discovery to find host
The Multiplayer Play mode package seems to be causing conflicts with Relay
jup, when playing on one device you should deactivate relay and play over ip, if all your clients would be on the same computer, you dont need to send that information over a relay. So for testing dont use the relay :)
After hearing your accent i am not scared i have one anymore 💀😭
Is it that bad?
@StrawberryDeveloper Liebe deinen Akzent
nice video top g
I have a singleplayer car game project can I play with my friends whitout relay and just with unity netcode ?
and can you explain about the buttons what functions are they calling.
If you don't want to use relay, you need to port forward, a port on your Router!
the Buttons just call a function on the network manager singleton, to start as Host / as a Client
Will you be making a video on how to make all the networking go through a dedicated server? If not. Do you recommend anything to help me add that? All the ones I've seen so far do not use unity's netcode
if I'm being honest I've no experience with dedicated servers, but i know that you can build your game as a Dedicated server!
Which package is this?? is ir famous? How does it compare to photon?
I am also making a networking framework
netcode is the official unity networking solution, wich also integrates perfectly with Unity ECS. Its easy to work with and has all the necessary features for multiplayer games
are the UI in every player prefab?
you can put it in the hierarchy
@@StrawberryDeveloper how to view UI in every player with different player information?
@@ferelian4511 The Ui should be handelt by the clients themself
@@StrawberryDeveloper im still dont understand🥲
If you have a Canvas don't put it on the player Prefab, otherwise lets say we have 4 players each of them would have 4 canvases trying to render the UI. You just wanna put it in the Hirachy, so that every player has ther canvas. you can send inforamtion from the host to the client for example like health etc. Let me know if you have any questions
but i have unity 2023 but I cannot get it why?
netcode for gameobjects should be in the unity registry, wich version do you have exactly?
@@StrawberryDeveloper my bad for late reply but got it figure out
no problem, what was the problem?
@@StrawberryDeveloper oh I found out that the parent of the empty has the network stuff
multiplayer game randam spawn points tutorails
I would just teleport the player in the OnNetworkInitialized Method, maybe make some premade spawn-points (empty game-objects) that you save in a singleton, and teleport the player to a random one