How To Make a Ready Up System - Steam Multiplayer Game in Unity
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- Опубликовано: 6 июн 2024
- In this video I will be showing you how to implement readying up. This tutorial will cover how to make a readying up system and how to sync this across networks. I will also go over how to check if everyone is ready and if that is the case allow the host to start the game.
-----Tutorial Links-----
Previous Video: • How To Display Profile...
Mirror: assetstore.unity.com/packages...
FizzySteamworks: github.com/Chykary/FizzySteam...
Steam Docs: partner.steamgames.com/doc/home
Source Code: / 61625448
-----My Personal Links-----
Discord: / discord
Instagram: / gabzxd
Twitch: / officialzyger
Twitter: / zygerdesigns
➤WISHLIST MY GAME:
store.steampowered.com/app/16...
----Time Stamps-----
0:00 - Intro
0:13 - Lobby List Item Script
1:28 - Player Object Script
3:48 - Lobby Manager Script
6:50 - Unity UI Setup
7:18 - Testing - Развлечения
I'm loving these, they're so precise and straight to the point. Thanks so much Zyger!
Thank you so much for this you explain it so well and make multiplayer seem simple.
Thank you so much for these tutorials!! Im in desperate need of part 4!!
You're so welcome!
You are literally the best, Zyger! You make Unity networking not so terrifying! Thank you!
thank you too and no problem
Love these tutorials, super handy to help me learn how to do some multiplayer. Can't wait to learn how to make actual game elements using this system!
Glad you like them!
love this series, keep it up!
That was amazing thanks!!!
thank you and np
You're a genius
Hi Zyger! I really like your videos and you are insanse. Would you like to make longer videos whee you explain steameorks basics? It would be very helpful and we would appreciate it
EPIC
Bro you are so fast that I can't even keep up x0.75 💀
I know im late to this but i have a question. when the host closes the game the clients will be disbanded like it should but when a client tries making a server the button doesnt do anything. How can i fix this?
first:) nice vid too!
So i got it working and tested it with my friend. Only issue is, if he presses and then unready again, the "start game" button doesn't become uninteractable again. Any ideas how to resolve this?
👍
I have already convert my third person shooter to multiplayer and i am searching for a lobby system is yours working in my case
error CS0106: The modifier 'public' is not valid for this item ---- I write everything like you and this error shows.
Can you add lerning how make shoot in unity 3d
If anyone is having the error: "Disconnecting connId=0 to prevent exploits from an Exception in MessageHandler: NullReferenceException Object reference not set to an instance of an object." Make sure to set localPlayerController to the PlayerObjectController prefab in LobbyController script inside the Lobby Controller game object in the Lobby Scene.
You helped a lot! Thank you so much sir!!!!
***** hasAuthority should be isOwned for the people with newer version of Mirror *****
thank you bro
Seems like a pretty easy and quick process. So why did it take PAYDAY 3 five months to implement this?
Should there not be a way to leave the lobby? Ive been trying to figure out a good way to do it but I cant figure it out:(
There are methods. I'd recommend using the normal mirror way to leave lobbies. I'm pretty sure there's documentation about it on mirror. But at some point I might add it in a tutorial. Maybe like an extra things tutorial.
@@ZygerGFX Was there a tutorial made for this Iv'e been struggling to do it myself
Did you have any luck in finding a way to leave the lobby
5:52 just for my sake
My ready up button doesn't work, stuck saying ready... Not sure if anyone else has the solution?
Solution Found. You need to have a EventSystem in your hierarchy for buttons to be interactable.
It doesn´t work, i dont know if it´s because the codes have changed or what, but it doesn´t work
How about an option with the late joiners?
what do you mean ? could you elaborate?
@@ZygerGFX Quote from the Mirror's doc: "Note that Mirror's Room system is not designed to allow late joiners / spectators once the game has started." mirror-networking.gitbook.io/docs/examples/room
It means that after the game started, other players can't join the game. That's the problem. I talked to people in Mirror and they told me to use Multiple Additive Scenes if I want this feature. But I don't understand how to implement this. It's not well documented. Maybe you would be interested in covering this topic?
There is literally 0 information on that on RUclips.
@@XboxPlayerPL I've personally not explored the topic myself. but I've made a game before that will start and users can join just fine even if they weren't in the lobby prior. only issue is that the lobby is what generates the players and gives them all the steam data. So unfortunately if your planning on using steam stuff like I am here this wont be possible. But mirror on itself should be fine.
Wait do i need to upload it on steam to do it?
watch the firstly video where i go over how to test the game. eventually you will want to publish on steam though right ? since thats how others will be able to play your game.
no
The name 'hasAuthority' does not exist in the current context
Change it to "isOwned". It used to be hasAuthority, but it has been changed.
@@petkostankov3780 Thanks!
My from Indonesia, pliss exsemple unity Dialoge + image to game visual novel
I already habe a tutorial on this. You can check my channel its a dialogue video
female brackeys
These tutorials are cool, but comming from a C++ background some things you are doing just annoys me, for example the check if All ready function could be made to a bool function and handled in update button.
yes that's true but there's a few reasons why I didn't do that. Firstly this is mainly a tutorial for beginners so I tries to make it as simple as possible. Secondly by doing that I would have to change the system in which I am sending the data to all clients /server which once again not an issue but it makes it harder for people to follow. Also if I were to make my own multiplayer game I would definitely change a lot of things. thanks for the suggestion though.
So I don't know what I'm doing wrong, but I have to
LobbyController.instance.updatePlayerList();
Always set in the PlayerObjectController and not only on the client, otherwise it doesn't work for me.
The value is set correctly but the gui does not update when I do not execute this.