I would like to see how you would implement this in an RTS or something similar, where 2 players are fighting each other with identical units but obviously you can only control friendly and attack enemy units. I guess it works with ownership but it's still a little hard to wrap my head around it.
I'd love to see a tut on UI, but across multiple scenes. eg: Go from game opening, game start, pick a character, enter a scene, play in a scene, end a scene, exit a scene, pick a different player, play again. There are no tutorials that cover the whole thing and I have no idea how to approach that. It doesn't have to be elaborate, it just needs to show how to structure multiple scenes and screens. Pretty Please :)
i'm so grateful for these tutorials, it's a pain for someone new to get a hang of networking, but you explain in a very noob friendly way. Keep it up man :)
Hey! Can you please do a chat program tutorial with rooms? Basically, you're first multiplayer game tutorial menu because that looks good, (with hosting and all), but instead of using your IP address, it uses a room ID and runs when you are offline. You need the ID of the room to join though. Thank you for reading! I hope you do this! (Also in this I mean to create a separate tutorial, not with this series)
Would love to see best practices for creating a sports game where multiple clients have to be in sync and how to accommodate for the lag . Plus maybe how to deal with rigidbody physics with multiplayer.
Hello Nathan! I've been devouring your latest MP videos. I'm currently developing a multiplayer game and I need a dedicated server. I was going with PlayFab (after watching your video) but recently I've been looking into this new way and official by Unity. And I feel there is not much online content about PlayFab and Unity. Can I apply this knowledge of Hosted games to a Dedicated server? For production version, should I stay with PlayFab because this Unity Multiplayer Networking is still in early stages? Any help and feedback is appreciated! thank you so much for sharing your knowledge!
I'd be really greatfull, if you'd cover matchmaking, persistent player data and remote server hosting with MLAIP. Thanks for the tutorials, they are increadibly helpful so far.
When I spawn a balll on the server, it changes color for the server but not the clients. When I spawn a ball on the client, all the clients have the standard color that is applied to the ball prefab. The server only has the different ball colours. After some debugging I found out that the OnBallColourChanged is only called on the server. The spawned prefab uses its standard color. Does anyone know how I can fix this?
Thanks man! It'd be great if you could make a few videos on creating room and lobby and connecting unity game to a dedicated server instead of local machine!
Hello and thanks for the great tutorials! I would love to see some tutorials/evaluation of different hosting solutions for the new network solution from unity.
I like so much this playlist, i really love your videos! If possibile, i would like to see how can players interact each other maybe with a menu above their head with some options. Don't know, but great videos!!
A new video idea I just got in mind is about the player ranking. For example: With every 10th next rank you reach, your player name gets a special design or above the player name and the health bar, there could be an icon which changes the look after every next 10th level is reached. For example from level 1 to 9 you have a default look of the level item. From level 10 to 19, the look of the item changes. From 20 to 29 it changes again And so on... And of course it would be cool to have it synchronize so every other player can see it too. If you want to maybe advance the tutorial idea, you could show how to also add leagues as a ranking type, besides the icon which changes with the level. The leagues would work with achievements (Quests) and the levels too. For example : You need to solve 5 Quests and then you rank up from the bronze league to the silver league or something like that. Or you could also do it with reaching a special type of points which you get after finishing a Quest. Some Quests could give 5 points, others 10, others 30. The Quest with 5 points would be the easy one, the Quest with 10 points would be the difficult one. And the Quest with 30 points would be the hard one. To get a league higher here, you have to reach for example 100 Points. That would be ending 10 Quests of the type "Difficult", or 4 Quests of the type "Hard". And if you end for example 4 Quests of the type Hard, it would be 120 points in total (20 points more than you need). And these 20 points will be automatically added to the new league you reach. For example: You are done with the bronze league, you reached over 100 points and you get into the silver league but now because you have made 20 more points than needed, they are being added to the silver league, which can be passed after getting 200 points. So now you would basically only need 180 points more to get into the next league, maybe the gold league. Oh and of course another tutorial idea should be, if you want to show this with the ranking, how to create Quests. Maybe if a third party client is needed here, could you use PlayFab? I realized that more and more new beginners are using it for their games (like myself). I really hope you get what I mean. Thanks a lot for taking your time to read this comment!☺️ All your efforts are being appreciated🙏❤️
A new very important tutorial idea is... Adding the ability to choose in which map you want your character to spawn. For example, you choose in game a character... (In the lobby scene) Then you get shown a screen where you can choose where you want to join. (In which map) The map is on another scene. And then your player will be spawned in the chosen map (in the other scene) on 1 of the placed spawn points, which are already in the scene. I really hope you show how to make this🙏
Thank you so much for making these tutorials. It's really helpful for beginners to multiplayer in Unity like myself. Also, will you be continuing the key rebinding series? It would be nice to have a video about how to rebind multiple keys.
I know you’ve made some tutorials for FPS but do you think you could do a tutorial series with this new multiplayer solution showing how to set up a simple menu into a playable online game with all the tutorials connected? I’m still learning and I don’t know how to implement all of the pieces together but I love your content!
I'll definitely be covering various fps mechanics at some point and I've been creating a lobby in my personal project that I'll probably turn into a tutorial soonish :)
@@DapperDinoCodingTutorials awesome I’ve been making FPS games for about 3 years and I’m trying to find better solutions and you’re channel is fantastic
hey man could you please, please go into more detail about cleaning up to start a new match? every time it seems to be working for me it bugs at some point.
Awesome tutorial series, extremely helpful to look at coming from your Mirror Udemy Course. I was looking at Facepunch steamworks and was wondering if you would mind doing a video on it. Its made by the developers of Rust which is to my knowledge the most popular Unity game on pc. Would love to see a video from you on it as I always learn something new from your videos.
Hi ! Thank you for these tutorials :) In the case of objects pooling, is Despawn() / Spawn() the way to go to disable/enable prefabs instances in the game, or SetActive(True/False) on the gameObject could be enough ?
Thank you for the tutorials! How would you run a function on a script that is on the networkobject, on all clones? I have this function to initialise the object I am cloning to make it move in the right direction. But when I call from the client the object does not move. If I do it on the host, it works on both client and host.
Hey sorry comment on this video, but I noticed you stopped responding to comments on your Advanced Save System video. I just a have a quick question. So the rundown is that was able to use your system and create it to where enemies who are dead don’t respawn by saving a Boolean. This works until I save in another scene which cause the dead enemies from the scene earlier to respawn whenever I go back. What do you suggest I do?
Hi, would this system works between multiple devices, on different internet connections? I know that the previous networking system didn't work across multiple devices. At least for me...
Hi! Thanks for your useful videos. I actually have question, let's say that the objects that I want to spawn are collectibles around the scene. How would it work in that case? I mean, the request doesn't come from the player's input but it should be instantiated already when the game starts. Where can I hold the logic for the collectibles instantiation and how would I do it in general? I hope you are still around and can help me with this one
Hey, great Video once again! I have a new tutorial idea: How about a room list with the view of all created rooms and being able to join them by pressing on the room names? (Maybe the room name is shown on a button?) And also if possible, being able to see with an icon or any text, if the room is open for all, or private, or only accessible by entering a password. And not to forget, being able to see how many players are currently in the room. For example: ("Room Name" 3/20 Players 🔒Password secured) ("Room Name" 2/10 Players 🔵 Free for all) And that is being shown in the room list. I hope you get the idea. A next idea would be that the players who create the private rooms, have the ability to choose how many players are allowed to be maximum in the room. For example: The player has a "Create Room"-Button. After pressing on it, the player can choose either if the room can be accessed by entering a password or if it's free for all, how many players can be enter the room, how the room should be called, showing when the room was created (time and date or only time). That's it about the idea with rooms. The second idea I have is about joining a room. In this case there should be pre-set spawn points for players that will be automatically added once the room is being created. Or MAYBE even the ability for the room creators to choose, where to place the spawn points on the map and how many. Because for example you want you and your friends to be able to spawn in the same place, so you find each other quicker and don't have to choose a spot on the map, where you can meet. (it would make it easier). The third idea I have is about the players themselves. Showing on a MiniMap which players are your friends and which your enemies. Or maybe friends have a green HP-Bar (Health Bar) and enemies have a red one. Another thing which you could show is, how to give players the ability to set their names when they choose a character, to create it so they can play with it. (Maybe also show how a lobby could work, so you see the characters in slots. Like this you can play then over and over again as long as you don't delete them). This gives me another idea for another kind of video and that's how to make a lobby (I know it has nothing to do with multiplayer). Last but not least: Could you show how to implement a Multiplayer chat? It should be able to show when a player entered the room for example ("Player Name" - Entered The Room) And maybe make an extra text appearing in the chat that shows when the Developer enters the room? (Developer Entered The Room). That's basically it for now. If I have any other ideas, I will let you know. Please keep up the amazing work! Thank you for taking your time to read my comment(s) on your Video(s)! ☺️❤️🙏
Does the new MLPAI suprot WebGl, because every time I want to build my multiplayer as WebGl build there is a error: "cannot build player while editor is importing assets or compiling scripts?
Hey, I have a question. Could you pls make a video on how to setup a server for a webGl because i want to build a multiplayer browser game. I have my own server but down now how to load this game there and press the button to host a match. (The server runs on Linux btw) if you now someone who did such a video, i would appreciate it if you would let me now.
Is it possible to destroy an object from a different object? I tried in my player script to pass an object as a parameter in an Rpc call but I get the error 'Rpc parameter is not serializable', I tried both a gameObject and networkObject.
Hello! Sorry for asking stupid qouestion, but I need your help. I'm trying to find the solution of LAN(Wi-Fi connect) multiplayer. How I understand, New unity multiplayer in this tutorial makes one player Host, when other will be clients? But connect to this host still throuth Internet connect. Through some unity server. Can I une this solution to make game, which can connect players throuth WiFi but without internet connect? Or with Internet connect, but without server or traffic which I should pay. Is traffic free? How much players can use my App in same time? Thanks a lot!
I have a new Tutorial idea... Could you show how to manage multiple characters? For example: A lobby has many characters you can choose from and if you select the 3rd character, you join with the 3rd and the other 2 stay in the lobby. Can you show how to do that in a Multiplayer please?
hi i am makeing this game and in the 3 tutorial i have write down all the codes and done the setup but the colour of the charater is not changing can you please tell the setup exact that you have done in your next video or why is it happening because i have write down the exact codes that you have given.
I can't figure out how to place/parent a spawned object on the player prefab. For example if I wanted to attach a networked weapon, it only works on the server, in every client the object spawns at root. If you have any idea how to make that work that would be a great video. Using a bunch of preview meshes and swapping like in the boss room them is not the solution I am looking for.
@@ProkerKusaka i watched this guy's and tutorial and changed the code to my need, it will help you for sure ruclips.net/channel/UCkerl0FJ3nWQmMj0PjhXRkw
Great tutorial !!! I'm really enjoying watching them. But can you show in a future video how can i destroy-kill a player ?? Please !!! Keep going you are great !!!
if the client disconnect i become the error NetworkBehaviour-Object(Clone) is being destroyed while NetworkObject-Object(Clone) is still spawned! (could break state synchronization)
Be sure to let us know down below what kind of tutorials you would like us to see from us!
I would like to see how you would implement this in an RTS or something similar, where 2 players are fighting each other with identical units but obviously you can only control friendly and attack enemy units. I guess it works with ownership but it's still a little hard to wrap my head around it.
I wanted to see if you could switch current listen server model to dedicated server model using Azure Playfab.
I would like to see how to integrate steam multiplayer into this multiplayer.
I have tried it my selft but failed.
I'd love to see a tut on UI, but across multiple scenes. eg: Go from game opening, game start, pick a character, enter a scene, play in a scene, end a scene, exit a scene, pick a different player, play again. There are no tutorials that cover the whole thing and I have no idea how to approach that. It doesn't have to be elaborate, it just needs to show how to structure multiple scenes and screens. Pretty Please :)
I really would love to see player movement
i'm so grateful for these tutorials, it's a pain for someone new to get a hang of networking, but you explain in a very noob friendly way. Keep it up man :)
Happy to hear that I'm able to help! Good luck in your learning :)
If you are still developing game you should test chat GPT for help to your programing
Thanks for making these amazing tutorials. I'd love to see more in the future!
After I finish up my current project, I'm going to attempt a multiplayer game and I'm going to binge the heck outa' these videos. Thanks so much!
Will you be continuing the mirror/playfab tutorial? If so do you have a plan for when?
As many people have mentioned a steam integration would be very helpful!
Keep up the epic tutorials
Underrated.
Hey! Can you please do a chat program tutorial with rooms? Basically, you're first multiplayer game tutorial menu because that looks good, (with hosting and all), but instead of using your IP address, it uses a room ID and runs when you are offline. You need the ID of the room to join though. Thank you for reading! I hope you do this!
(Also in this I mean to create a separate tutorial, not with this series)
You're Tutorials are fantastic! Thanks for the effort you put in to making these videos! :)
keep doing that dude! you are an AMAZING RESOURCE FOR US, THANK YOU!!!
could you may do a tutorial to how to move as a player online?
Thanks for the tutorials, any idea when you going show how to use with photon or other?
Super useful! Thanks man!
Could you please make a tutorial on NetworkTransform?
This is excellent work. Could you maybe show us how to deal with animations and/or sounds in an upcoming video?
Would love to see best practices for creating a sports game where multiple clients have to be in sync and how to accommodate for the lag . Plus maybe how to deal with rigidbody physics with multiplayer.
Hello Nathan! I've been devouring your latest MP videos. I'm currently developing a multiplayer game and I need a dedicated server.
I was going with PlayFab (after watching your video) but recently I've been looking into this new way and official by Unity. And I feel there is not much online content about PlayFab and Unity.
Can I apply this knowledge of Hosted games to a Dedicated server?
For production version, should I stay with PlayFab because this Unity Multiplayer Networking is still in early stages?
Any help and feedback is appreciated! thank you so much for sharing your knowledge!
I'd be really greatfull, if you'd cover matchmaking, persistent player data and remote server hosting with MLAIP. Thanks for the tutorials, they are increadibly helpful so far.
Love the video! Hoping for movement and player vars soon!
When I spawn a balll on the server, it changes color for the server but not the clients.
When I spawn a ball on the client, all the clients have the standard color that is applied to the ball prefab. The server only has the different ball colours.
After some debugging I found out that the OnBallColourChanged is only called on the server. The spawned prefab uses its standard color.
Does anyone know how I can fix this?
Thanks man!
It'd be great if you could make a few videos on creating room and lobby and connecting unity game to a dedicated server instead of local machine!
Hello and thanks for the great tutorials! I would love to see some tutorials/evaluation of different hosting solutions for the new network solution from unity.
I like so much this playlist, i really love your videos! If possibile, i would like to see how can players interact each other maybe with a menu above their head with some options. Don't know, but great videos!!
A new video idea I just got in mind is about the player ranking.
For example:
With every 10th next rank you reach, your player name gets a special design or above the player name and the health bar, there could be an icon which changes the look after every next 10th level is reached.
For example from level 1 to 9 you have a default look of the level item.
From level 10 to 19, the look of the item changes.
From 20 to 29 it changes again
And so on...
And of course it would be cool to have it synchronize so every other player can see it too.
If you want to maybe advance the tutorial idea, you could show how to also add leagues as a ranking type, besides the icon which changes with the level.
The leagues would work with achievements (Quests) and the levels too.
For example :
You need to solve 5 Quests and then you rank up from the bronze league to the silver league or something like that.
Or you could also do it with reaching a special type of points which you get after finishing a Quest.
Some Quests could give 5 points, others 10, others 30.
The Quest with 5 points would be the easy one, the Quest with 10 points would be the difficult one.
And the Quest with 30 points would be the hard one.
To get a league higher here, you have to reach for example 100 Points.
That would be ending 10 Quests of the type "Difficult", or 4 Quests of the type "Hard".
And if you end for example 4 Quests of the type Hard, it would be 120 points in total (20 points more than you need).
And these 20 points will be automatically added to the new league you reach.
For example:
You are done with the bronze league, you reached over 100 points and you get into the silver league but now because you have made 20 more points than needed, they are being added to the silver league, which can be passed after getting 200 points. So now you would basically only need 180 points more to get into the next league, maybe the gold league.
Oh and of course another tutorial idea should be, if you want to show this with the ranking, how to create Quests.
Maybe if a third party client is needed here, could you use PlayFab?
I realized that more and more new beginners are using it for their games (like myself).
I really hope you get what I mean.
Thanks a lot for taking your time to read this comment!☺️
All your efforts are being appreciated🙏❤️
A new very important tutorial idea is...
Adding the ability to choose in which map you want your character to spawn.
For example, you choose in game a character... (In the lobby scene)
Then you get shown a screen where you can choose where you want to join. (In which map) The map is on another scene.
And then your player will be spawned in the chosen map (in the other scene) on 1 of the placed spawn points, which are already in the scene.
I really hope you show how to make this🙏
hey, please make the next video of basic movement in the game. Amazing video as always :D
I'll be sure to cover movement syncing very soon!
@@DapperDinoCodingTutorials yes bro do it
u are very helpful
Please, I beg you for a tutorial about Multiplayer turn based, thanks mate!
Thank you so much for making these tutorials. It's really helpful for beginners to multiplayer in Unity like myself. Also, will you be continuing the key rebinding series? It would be nice to have a video about how to rebind multiple keys.
I know you’ve made some tutorials for FPS but do you think you could do a tutorial series with this new multiplayer solution showing how to set up a simple menu into a playable online game with all the tutorials connected? I’m still learning and I don’t know how to implement all of the pieces together but I love your content!
I'll definitely be covering various fps mechanics at some point and I've been creating a lobby in my personal project that I'll probably turn into a tutorial soonish :)
@@DapperDinoCodingTutorials awesome I’ve been making FPS games for about 3 years and I’m trying to find better solutions and you’re channel is fantastic
Thanks for the kind words and good luck with your project!
hey man could you please, please go into more detail about cleaning up to start a new match? every time it seems to be working for me it bugs at some point.
if there were a course in udemy about this, i would buy it without having hesitation.
We need to be on the same wifi network in order to make the multiplayer works, right?
Awesome tutorial series, extremely helpful to look at coming from your Mirror Udemy Course. I was looking at Facepunch steamworks and was wondering if you would mind doing a video on it. Its made by the developers of Rust which is to my knowledge the most popular Unity game on pc. Would love to see a video from you on it as I always learn something new from your videos.
Hi !
Thank you for these tutorials :)
In the case of objects pooling, is Despawn() / Spawn() the way to go to disable/enable prefabs instances in the game, or SetActive(True/False) on the gameObject could be enough ?
Thank you for the tutorials!
How would you run a function on a script that is on the networkobject, on all clones?
I have this function to initialise the object I am cloning to make it move in the right direction. But when I call from the client the object does not move. If I do it on the host, it works on both client and host.
Hi can you make one with multiplayer scene change? Thanks nice vid 😁👍
yeah i have same issue
Is there an advantage to using this system over Mirror with Steamworks?
Hey sorry comment on this video, but I noticed you stopped responding to comments on your Advanced Save System video. I just a have a quick question. So the rundown is that was able to use your system and create it to where enemies who are dead don’t respawn by saving a Boolean. This works until I save in another scene which cause the dead enemies from the scene earlier to respawn whenever I go back. What do you suggest I do?
Hi, would this system works between multiple devices, on different internet connections? I know that the previous networking system didn't work across multiple devices. At least for me...
Hi Dapper, is this possible to migrate the host?
Or can the existing host give host rights to others at runtime?
I really like these tutorials, but i wonder if there is any way to test these multiplayer games with friends? Not only on your own computer, thanks
Hi! Thanks for your useful videos. I actually have question, let's say that the objects that I want to spawn are collectibles around the scene. How would it work in that case? I mean, the request doesn't come from the player's input but it should be instantiated already when the game starts. Where can I hold the logic for the collectibles instantiation and how would I do it in general? I hope you are still around and can help me with this one
How about a Epic Online Services for Unity tutorial?
Please i need help, is there anyway to instantiate the prefab as a localplayer object
Hey, great Video once again!
I have a new tutorial idea:
How about a room list with the view of all created rooms and being able to join them by pressing on the room names?
(Maybe the room name is shown on a button?)
And also if possible, being able to see with an icon or any text, if the room is open for all, or private, or only accessible by entering a password.
And not to forget, being able to see how many players are currently in the room.
For example:
("Room Name" 3/20 Players 🔒Password secured)
("Room Name" 2/10 Players 🔵 Free for all)
And that is being shown in the room list.
I hope you get the idea.
A next idea would be that the players who create the private rooms, have the ability to choose how many players are allowed to be maximum in the room.
For example:
The player has a "Create Room"-Button.
After pressing on it, the player can choose either if the room can be accessed by entering a password or if it's free for all, how many players can be enter the room, how the room should be called, showing when the room was created (time and date or only time).
That's it about the idea with rooms.
The second idea I have is about joining a room.
In this case there should be pre-set spawn points for players that will be automatically added once the room is being created.
Or MAYBE even the ability for the room creators to choose, where to place the spawn points on the map and how many.
Because for example you want you and your friends to be able to spawn in the same place, so you find each other quicker and don't have to choose a spot on the map, where you can meet.
(it would make it easier).
The third idea I have is about the players themselves.
Showing on a MiniMap which players are your friends and which your enemies.
Or maybe friends have a green HP-Bar (Health Bar) and enemies have a red one.
Another thing which you could show is, how to give players the ability to set their names when they choose a character, to create it so they can play with it.
(Maybe also show how a lobby could work, so you see the characters in slots. Like this you can play then over and over again as long as you don't delete them).
This gives me another idea for another kind of video and that's how to make a lobby (I know it has nothing to do with multiplayer).
Last but not least:
Could you show how to implement a Multiplayer chat?
It should be able to show when a player entered the room
for example ("Player Name" - Entered The Room)
And maybe make an extra text appearing in the chat that shows when the Developer enters the room? (Developer Entered The Room).
That's basically it for now. If I have any other ideas, I will let you know.
Please keep up the amazing work!
Thank you for taking your time to read my comment(s) on your Video(s)! ☺️❤️🙏
Does the new MLPAI suprot WebGl, because every time I want to build my multiplayer as WebGl build there is a error: "cannot build player while editor is importing assets or compiling scripts?
Tutorial is good. I don't like the idea of having an Update on every ball to check if key is pressed. This will cause a lot of game lag later on.
Hey, I have a question. Could you pls make a video on how to setup a server for a webGl because i want to build a multiplayer browser game. I have my own server but down now how to load this game there and press the button to host a match. (The server runs on Linux btw)
if you now someone who did such a video, i would appreciate it if you would let me now.
Is it possible to destroy an object from a different object? I tried in my player script to pass an object as a parameter in an Rpc call but I get the error 'Rpc parameter is not serializable', I tried both a gameObject and networkObject.
A tutorial on updating object movement/ animations would be super useful!
Seconded. Also changing ownership of objects.
Not sure If I was entirely clear on this but movement for both the player and AI.
Can I use unity smoothly in 8 gb ram and in 2 gb. Nvedia gpu please explain 💻
How can I change the visibility? I mean, make an object instance to the owner and only sync with him (the object is not relevant to other players)
Hello! Sorry for asking stupid qouestion, but I need your help. I'm trying to find the solution of LAN(Wi-Fi connect) multiplayer. How I understand, New unity multiplayer in this tutorial makes one player Host, when other will be clients? But connect to this host still throuth Internet connect. Through some unity server. Can I une this solution to make game, which can connect players throuth WiFi but without internet connect? Or with Internet connect, but without server or traffic which I should pay. Is traffic free? How much players can use my App in same time? Thanks a lot!
I have a new Tutorial idea...
Could you show how to manage multiple characters?
For example:
A lobby has many characters you can choose from and if you select the 3rd character, you join with the 3rd and the other 2 stay in the lobby.
Can you show how to do that in a Multiplayer please?
For some reason when I'm testing and the host instance loses focus, the server becomes super unresponsive.
hi i am makeing this game and in the 3 tutorial i have write down all the codes and done the setup but the colour of the charater is not changing can you please tell the setup exact that you have done in your next video or why is it happening because i have write down the exact codes that you have given.
whos your main in league
please bring back the roguelike series
How can you make enemies red and teammates blue? love the series.
I can't figure out how to place/parent a spawned object on the player prefab. For example if I wanted to attach a networked weapon, it only works on the server, in every client the object spawns at root. If you have any idea how to make that work that would be a great video. Using a bunch of preview meshes and swapping like in the boss room them is not the solution I am looking for.
Hello!
Did you solve this problem? I stuck at this now, in google there are only old version of mlapi and only questions but not answers
@@ProkerKusaka i watched this guy's and tutorial and changed the code to my need, it will help you for sure ruclips.net/channel/UCkerl0FJ3nWQmMj0PjhXRkw
Great tutorial !!! I'm really enjoying watching them. But can you show in a future video how can i destroy-kill a player ?? Please !!! Keep going you are great !!!
if the client disconnect i become the error NetworkBehaviour-Object(Clone) is being destroyed while NetworkObject-Object(Clone) is still spawned! (could break state synchronization)
still need help?
Thx man 🙏
How use Playfab dedicated server with MLAPI?
just use it as usual
Thank you
Server authoritative movement with rigidbody
Hi,
Please make a tutorial on EPIC ONLINE SERVICES. It's offering free account, matchmaking, etc etc
Thankyou.
God i love you
5th😁
Congrats :)
999th view i think