Hello, I followed all your steps but it seams that var relayServerData = new RelayServerData(allocation, "dtls"); isn't working on my side. It's as if allocation and DTLS were no longer the expected elements in the function signature.
I've found that if you instead of new RelayServerData(allocations, "dtls") You write AllocationsUtils.ToRelayServerData(allocations, "dtls")) it fixes the issue :)
I was following Unity's documentation on setting up multiplayer with join code and best thing I got was Multiplayer Widgets. Was just wondering if they also work via relay? Now that I learned about relay stuff I'll refractor the code to use relay since it's more flexible than those widgets.
do you know how to make host and client spawn with different player prefabs, i know it use network prefabs lists. but when i tried it doesn't work. do you have solution?
Because the network objects need a networkTransform to sync their positions, and this tutorial was not about that :) I have a "Unity Multiplayer in 3 minutes" video where that is explained
I tried this but sadly it does not work, I copied exactly everything you did to no avail... according to forums it's either because the server takes too long to connect to the relay so it times out, or because of some host being its own client (although i think that was another issue). When I execute my 2 builds and Host on one, it starts the server and generates the code, but if I try to join it either never joins and if I try again it says "instance already running", or it times out with a "httpexception 404 not found"
How long ? If 1 Lack players ? Or added network DATA TRANSMISSION if I use audio and save and load Data ?. If free trial over then how much the cost of average ?… $?…..
Thanks! This is very useful for people who are in a hurray, like a gamejam, or don't wanna watch Code Monkey's 1 hour video for the 50th time!
Lmao with the code monkey part, literally me right now at 2am wanting to do something quick but not having the relay setup fresh on my mind.
BRUUHHHHH I put my signature underneath.
Legend. Thank you!
You are a legend!
Very useful thanks.
I'm glad you liked it!
After joining, my host kept falling down? It's a 3d project. Anyway to fix this? Thank you!
thats not enough information to help i guess :) it depends on what you have in your game, and has nothing to do with unity relay
@ thank you, i’ll look into it!
Hello, I followed all your steps but it seams that var relayServerData = new RelayServerData(allocation, "dtls"); isn't working on my side.
It's as if allocation and DTLS were no longer the expected elements in the function signature.
Thanks for letting me know, i Will see if they changed something
@@rootbindev I you find something let me know, I'm stuck since 2h right know and I just want to throw my computer away xD
I've found that if you instead of new RelayServerData(allocations, "dtls")
You write AllocationsUtils.ToRelayServerData(allocations, "dtls")) it fixes the issue :)
@@chelix8768 Instead, use the code below:
RelayServerData relayServerData = AllocationUtils.ToRelayServerData(allocation, "dtls");
@@chelix8768 i have the same issue but i cant find a solution for about 3 weeks now. Did you find a solution?
Thanks for sharing!
Thank you for watching!
I was following Unity's documentation on setting up multiplayer with join code and best thing I got was Multiplayer Widgets. Was just wondering if they also work via relay? Now that I learned about relay stuff I'll refractor the code to use relay since it's more flexible than those widgets.
do you know how to make host and client spawn with different player prefabs, i know it use network prefabs lists. but when i tried it doesn't work. do you have solution?
Namespace or Name "RelayServerData" could not be found ?
Add this "using Unity.Networking.Transport.Relay;
" manually
Why does the other player appear to not be moving when they are actually moving?
Because the network objects need a networkTransform to sync their positions, and this tutorial was not about that :) I have a "Unity Multiplayer in 3 minutes" video where that is explained
@@rootbindev Thank you.
I suggest that the next video be about how to use 'Relay' with 'Lobby'. 👨🦯
I apologize for the inconvenience.
Very helpful!
thank you!
@@rootbindev you’re welcome! I actually need help with figuring out lobby based relay servers. Have you done that?
I tried this but sadly it does not work, I copied exactly everything you did to no avail... according to forums it's either because the server takes too long to connect to the relay so it times out, or because of some host being its own client (although i think that was another issue).
When I execute my 2 builds and Host on one, it starts the server and generates the code, but if I try to join it either never joins and if I try again it says "instance already running", or it times out with a "httpexception 404 not found"
thats weird! when you get instance already running its usually because you already hosted the game on another instance
God send
@@SpaghettiGmes Thank you
question about this one:
does it cost? (dumb question, but does it?)
They have a free tier, so it's free until you have alot of players playing the game
unity.com/products/gaming-services/pricing
How long ? If 1 Lack players ? Or added network DATA TRANSMISSION if I use audio and save and load Data ?. If free trial over then how much the cost of average ?… $?…..
@@Sharmiyt_ idk
@@Sharmiyt_ you can read about it in the link i sent
so confused as to how to even start learning this stuff. When do I use Multiplay vs Relay, when do I do use which unity gaming services?!! so lost
I Will try to make a video and explain when to use what :)