@@monstereugene Sure does buddy. Just about everything is available in the free version :)
@RedaHaskouri2 жыл бұрын
@Tarodev hi sir! please if you can help me! i start to make game like a puzzle game ( INSIDE ) but mine is 2D not 3D like INSIDE. my game is adventure puzzle game exactly like INSIDE. but theres my some problems if you can help me in tutorial video bcs my english its so bad. and you can help many people. ( i wish to help bcs i was asked many youtubers and no one care about my problems ) .. theres my problems : i dont know how exactly i make a smouth dynamic physicaly moves of player ( jump .., climb and hang ledges.., Climb and Swing on Ropes..) i saw a thousand of tutorials but all those just learn you how to make a simple code or not exactly what i want , bcz i need i movement like INSIDE .. and you know game is for puzzles so i need dynamic and physics in player movement.. this is one of my big problems. ( if you have a bonus of some physics puzzle to help me more ) game is fully 2D. please help me in tutorial video to make me understand and help me. i really 2 years and a thousand videos and no saw what i need. please help sir please!
@kingdomlamb77412 жыл бұрын
@@Tarodev Is there any way I can create a save player data system where the people who play my game can save their custom classes, skins, ranks, friend list etc..? Like what is that called? I’m new to the terminology and code lingo. But this video helps out tremendously. Thank you.
@Tarodev2 жыл бұрын
@@kingdomlamb7741 absolutely! That is called cloud save and is part of the unity gaming services stack. Go to the unity YT channel and check the video I made recently on the topic.
@Dominik-K2 жыл бұрын
I would love to see more tutorials about multiplayer from you. Like the service, but still feels like some more explanations would be really helpful
@pepesylvia2208 Жыл бұрын
Can confirm, this tutorial still works. I only did the Relay portion of this video and the " premade Client Network Transform" section of the previous video. Everything works as described, except that some things had their names changed. It was only in the namespaces and some classes, I think: using System.Threading.Tasks; using Unity.Netcode; using Unity.Netcode.Transports.UTP; using Unity.Services.Core; using Unity.Services.Authentication; using Unity.Services.Relay; instead of Allocation, it was Unity.Services.Relay.Models.Allocation instead of JoinAllocation it was Unity.Services.Relay.Models.JoinAllocation and I think thats it
@gamecreatorc5 ай бұрын
Funny enough, I only did the matchmaking part and it worked absolutely with no changes for me from the copy/pasted lines from the github link in the description. Using Unity 2022.3.19f1. Matt is a legend. I have several of his videos saved to my computer now for quick access.
@BinaryLunar Жыл бұрын
Amazing! I searched and watched all available documentations and video about relay and lobby, but this is the only video that helped me with the missing circle (integrating lobby with relay).
@Tarodev Жыл бұрын
Glad I could help 👌
@lukarizzi16542 жыл бұрын
im not joking when i say i was just looking at your first tutorial on this again hoping you'd upload the second part i feel like i manifested this lol
@Tarodev2 жыл бұрын
Hopefully it was everything you hoped for :)
@unitynocode Жыл бұрын
Thank you so much ! Sample scripts worked perfect. Your videos always make it as simple as it could. You saved me tons of time without reading their original documents
@Tarodev Жыл бұрын
You're welcome my sweet
@aidev19052 жыл бұрын
This has been a lifesaver for setting up my game lobby. Thank you so much!
@Tarodev2 жыл бұрын
Glad it helped you my man
@bluepilkinton-ching33352 жыл бұрын
I'm making a co-op horror game with a few mates, where they are modelling and I'm programming the game. The only reason I knew that we could possibly do this, is because of this video and the one about netcode for gameobjects! You are literally enabling me and my friends to produce our dream game. Thank you so so much.
@Tarodev2 жыл бұрын
Damn bro, that's awesome to hear ❤️ Good luck with the development 🙏
@bloobyjoobyjoob89492 жыл бұрын
@@Tarodev thank you thank you
@Olsensson Жыл бұрын
So how did it end up, are you still doing it?
@amidriki67172 жыл бұрын
yessss another multiplayer related video from TaroDev :D :D Keep it up bro
@Tarodev2 жыл бұрын
@christiannasr71882 жыл бұрын
I've been searching that for AGES... Thanks a lot Tarodev ! Everything works pretty smooth 💌
@SlyzDev2 жыл бұрын
LESGOOO I was actually waiting for that extact video
@WagnerGFX2 жыл бұрын
I would love to see a few extra videos explaining more about the technical details of these services: - How their billing logic works for each service, what those names and numbers mean (writes, read, compute time, invocations, etc) and how we should evaluate them when developing. - Bad practices and mistakes to avoid that could result in inflating those numbers. - Good practices that would improve the efficiency of those numbers (compressing files, limiting request, etc). - Ways to prevent players from abusing the service (like prevent the player from spamming buttons that result in unnecessary calls to the API).
@Tarodev2 жыл бұрын
If we're talking about lobby and relay, Unity actually has pretty strict rate limits on each call which forces you to implement good error handling (you'll encounter basically all of them while in development). If we're talking about netcode, you're in luck as a video on network performance is planned. I'll go over some benchmarks and highlight some gotchas along the way.
@WagnerGFX2 жыл бұрын
In this case, I meant for the whole Unity Gaming Services. But a network performance video would probably explain most those points. I'll be looking forward to that (and silently waiting for the quaternion one too 👀). Here are a few suggestions to show on that video: 1) Before implementing the UGS API and during development: Use the [Unity Profiling Core API] to create a custom profiler and track events and data size that are expected to be sent through the cloud. This can help generate some data to predict how much a project would consume in either calling the cloud API or in network bandwidth usage, but without actually sending anything. 2) After implementing and during test phases: Use Analytics to send the total used data/calls to the UGS API at the end of each play session or on player logout. This could help predict costs and check edge cases where a play session would consume the API more than necessary. With this devs could track their API usage, predict issues before deployment and avoid being an example in this video from Fireship. 😅 kzbin.info/www/bejne/hGfPipaOn8lnpsk
@TheOneWithComments2 жыл бұрын
You're such a hero for posting this O: I just made a game that I added bots to because multiplayer in unity was intimidating but now it feels so much more manageable!
@angelduarte80985 ай бұрын
Dropping by to say this worked perfectly for me!
@gamecreatorc5 ай бұрын
Same. So happy that it just works and both the code and the video are straight to the point and easy to understand, even for someone like me who doesn't know advanced stuff like Matt does.
@koganboss48742 жыл бұрын
You're like the new Brackeys! You cover interesting topics very clearly. Wish you get a million subscribers soon! Thanks a lot!
@bdd7402 жыл бұрын
Wow that is awesome intro to multiplayer thanks, please continue.
@SpicyMelonYT2 жыл бұрын
You provide such sweet supple source code and brilliant beautiful ballet of bytes all streamed perfectly through the priceless pixels and intoxicating internet of my home systems. This is undoubtedly the most magnificent manifestation of magic and wizardry I have ever wondrously laid my eyes upon. Bravo Tarodev, bravo!
@Tarodev2 жыл бұрын
Oh wow ;)
@MechanicalMooCow2 жыл бұрын
Supple...
@SpicyMelonYT2 жыл бұрын
@@MechanicalMooCow Supple: "bending and moving easily and gracefully; flexible" or in other words, dynamic code that bends with the users intent and gracefully executes
@JCDenton71 Жыл бұрын
Fantastic video thanks. I love the pace of your tutorials 👍
@Yitzu6402 жыл бұрын
THANK YOUR FOR THIS! And yes! I'm interested in more multiplayer stuff!
@DocuFlow8 ай бұрын
I watch your vids and bang I get it. Unity needs to sponsor you more mate!
@IvanCM20002 жыл бұрын
A more advanced tutorial of the featured lobby with pagination would be amazing bro... And ty for your videos, love them :)
@brsdncr2 жыл бұрын
Another great video as usual. :) I would really enjoy a tutorial utilizing a GamePad (using Unity Input System) in multiplayer Unity games.
@Tarodev2 жыл бұрын
You read my mind. I have a few things to say about the input system
@DemonWaffleGaming2 жыл бұрын
@@Tarodev Very excited for this one!
@gamerkratosyt2 жыл бұрын
After Breakkeys you are the one that satisfies my heart! Really good explanation and to the point ! keep up the great work, we need ya
@tientheloser80382 жыл бұрын
Omg this video is helping me a lot thanks for making this Taro :3333
@Tarodev2 жыл бұрын
Here for you
@arof15942 жыл бұрын
amazing Video. You're making it so much easier to understand relay and lobby, thx
@youcancallmedoggie2 жыл бұрын
Great vid again!!! Missed you bro!
@Tarodev2 жыл бұрын
I'm thinking about deleting Real-Life chat soon. Our home :(
@3ncy2 жыл бұрын
Yup, some more advanced tutorials on multiplayer would be nice! :D
@Tarodev2 жыл бұрын
I'll do it!
@sparkestic12382 жыл бұрын
@@Tarodev great 🤩
@-lunte.2 жыл бұрын
i enjoyed this and wanna see some advanced tutorials on multiplayer :)
@adamprokop2 жыл бұрын
This is pure gold what you're giving us!
@LAKster2 жыл бұрын
Would love to see a tutorial on how to do P2P multiplayer. Even if it involves having the host of the game portforward. It'd just be nice to have a free alternative that will also work indefinetly rather than tying it to a service that might one day be shut down.
@VaupellGaming2 жыл бұрын
Mobile game you say, i say this is amazing for all platforms that can use it. It will do wonders for creating like 2-4 player coop with P2P, rather than adding all sorts of multiplayer assets, steam lobbys and additional code. I'm so happy unity is moving this way for multiplayer support in general.
@winston85892 жыл бұрын
I would love to see more about multiplayer. Thanks.
@AntoniGawlikowski2 жыл бұрын
Great tutorial/showcase
@DivinusYT2 жыл бұрын
Love you Taro!
@NerradKramp2 жыл бұрын
Thanks a ton for the video - learned a great deal!! I did struggle with one issue so maybe this will help someone else out. When you set up your account on UGS I had set the maximum player amount to 2. The default in Tarodev's sample project is set to 5. This will fail validation and just return a very vague error message. After hours of testing I finally figured it out so you may want to validate the dropdown within a set range. Anyways, thanks again, Tarodev :)
@Swissdiv2 жыл бұрын
Hey I got the same issue. I can only connect 2 players and only if one of them is in editor. When I open 2 build version it doesnt work at all. Where exactly did you changed the settings for max players? I cant find it
@diegofonsecameire2 жыл бұрын
Amazing tutorial! You really helped me!
@OldM82 жыл бұрын
Yes Taro 🙌
@thvk982 жыл бұрын
Hello, i have doubt about unity game service billing. I read pricing but I confused in matchmaker system. Suppose,i have 1 cpu core and 1 gb ram machine. Cost, 1cpu core = 0.05$ / hr 1gb ram = 0.006$/ gb / hr 720hr = 40$ I use matchmaker services and suppose there are daily 50 dedicated server hosted for match. In 1 months there are total 1500 dedicated server or room hosted. So my question is after the end how much bill generates (ignore storage,network etc) with cpu core and ram?? It is 40$ or something more??
@aria_purple_hihi2 жыл бұрын
nice will use this soon
@sugarsugarsugar2 жыл бұрын
This is just what I needed
@chairpara2 жыл бұрын
Hi! I can’t seem to find the script you are currently showcasing in the project files you provided in the description. How can I find this “RelayExample” script to use in my project? Thanks!
@chairpara2 жыл бұрын
And another question. How do you actually change the scenes (from the menu to the play area)? Do you change them before you spawn the host / clients trough script or do you have them set up as actions on the buttons just like the CreateGame() and JoinGame() actions?
@chriswatts36972 жыл бұрын
very well explained !! Thanks
@Neo-Meo-X2 жыл бұрын
Hey mate, this is an amazing tutorial but I haven't found the Simplematchmaking scene in the GitHub link. Did you remove it?
@simomine72 жыл бұрын
Hi Taro, can you please update github's files because there isn't the file with the quick join, (the last thing that you show in the video), and add more files if is needed others stuffs?
@NLPIsrael Жыл бұрын
i have problem with the addreasble - Any suggestion why? - UnityEngine.AddressableAssets.InvalidKeyException: Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown. No Location found for Key=CanvasUtilities UnityEngine.AddressableAssets.Addressables:InstantiateAsync (object,UnityEngine.Transform,bool,bool) Bootstrapper:Initialize () (at Assets/LB_Game/LB_Scripts/Misc/Bootstrapper.cs:12) - i did put it in the local default
@NLPIsrael Жыл бұрын
ok - found it - changed the path
@SuperBobs222 жыл бұрын
great tutorial as always, i would like to see tutorials on the unity monetization services, after all i have cats to feed
@Tarodev2 жыл бұрын
I would hate to see your cats starve. Monetisation is on its way!
@captainnoyaux2 жыл бұрын
@@Tarodev wow would be awesome, I'm trying out mediation and it needs basic monetization knowledge even for "just" ads just to get a decent ecpm
@NLPIsrael Жыл бұрын
the version i donloaded is not recognizing the parrel sync- is it problem on my side or the code is not fiiting parrel sync?
@larsmaas072 жыл бұрын
can you make a video about NAT punchthrough?
@vitorbalbino80242 жыл бұрын
Hey man, a question about referencing assets: Prefabs vs. Scriptable Objects vs. Scenes vs. Subscenes vs. call by LoadAssetAtPath() ? Why so many options? What the pros and warnings of each one? Thanks!!!
@vitorbalbino53942 жыл бұрын
Specially about subscenes, those are confusing to me 🙃
@gvilas2 жыл бұрын
The Relay Bandwith seems to be not fully free "3 GiB per CCU for free up to a max of 150 GiB / month (combined US/EU/Asia Australia), any excess billed at paid tier rate"?
@ermescontarini2 жыл бұрын
we can only hope that someone will do epic online services transport, for netcode at some point. I'm already using it for mirror but having it for netcode would be super
@alleyesonme14322 жыл бұрын
@@ermescontarini How does it perform with Mirror? Did you publish your game? How is performance of Mirror?
@ermescontarini2 жыл бұрын
@@alleyesonme1432 works fine, but it is not netcode, epic p2p / relay functionality does not require epic account login for the end user.
@ermescontarini2 жыл бұрын
ok, i tried to send you links but youtube deletes my messages, pathetic.
@ermescontarini2 жыл бұрын
links is in tp the description of this video kzbin.info/www/bejne/e6Pap5Wabqpqgbs
@wuketuke66012 жыл бұрын
i love this man
@xxann552 жыл бұрын
W Would love to see some videos on UGS Cloud Code and Cloud Save.... and just about everything else.
@tomtomkowski76532 жыл бұрын
Waiting for some tutorial about authoritative server setup when we can control lobby flow, create our own matchmaking rules, etc.
@Wjg13377 ай бұрын
This tutorial is very incomplete. But someone trying to get their multiplayer working, will get it working. Partially with help from some of this video, and from trial & error.
@lovkl42910 ай бұрын
Hi, video was really helpful. My question is, how to make Host Migration with Relay/Lobby? I'm building my own game and cant find much online or in Unity docs.
@Tarodev10 ай бұрын
I'm yet to tackle that. If you end up handling it I would be very thankful if you came back here and told me your approach
@ThiccyDev2 жыл бұрын
Tarogoat 😳
@Tarodev2 жыл бұрын
🐐
@jamesprise4252 Жыл бұрын
quick one for you- is the lobby in the same scene as the actual game, or is the scene with the game loaded from the lobby? im struggling to figure out what comes after the lobby and relay are set up. How does the game itself get started??
@SuperRomannik2 жыл бұрын
thank you, i love it
@trashgamesparody72 жыл бұрын
FINALLY!
@brandonjacksoon2 жыл бұрын
Thanks mate!
@bastelbudi6 ай бұрын
does that work with mirror instead of netcode for gameobjects?
@MacbethScaenaV2 жыл бұрын
Hey, first your work is wonderful, I would like to know if there is a way to first wait or start a countdown to ensure that all players start the gameplay at the same time, could you tell me if there is such a way, I want all players to load a gameplay scene at the same time so that the game starts only after everyone is ready, I'm using your lobby git project which is already amazing and super easy to use, thanks in advance!
@M1RR0R6 ай бұрын
The video really helps thank you. I just have a question. It creates a new lobby and starts as host each time when there is no available lobby, so doesn't that mean there can be multiple hosts at the same time? For example, in a scenario that max player number is five, and 15 players want to play. Will three hosts at the same time be ok?
@NLPIsrael Жыл бұрын
in my implementation i have some proble when the game goes back to auth - anysuggetsion for why the sceond time is differnt from the first one so it cant be stabe?
@NLPIsrael Жыл бұрын
THIS HELPED ME AND ALSO I DELETED NETWORKMANAGER BEFORE I RESTSTSRTED - THIS CODE HLPED ME TO DELLY 429 OVERFLOW OFREQUEWSTS - // Define a method to periodically refresh lobby data. private static async void PeriodicallyRefreshLobby() { // Create a CancellationTokenSource which can be used to cancel the task if required. _updateLobbySource = new CancellationTokenSource(); // Define initial delay before the first lobby refresh, in milliseconds. var delay = LobbyRefreshRate * 1000; // Delay the first execution of the task. await Task.Delay(delay); // Loop to periodically refresh the lobby until the task is cancelled or there is no current lobby. while (!_updateLobbySource.IsCancellationRequested && _currentLobby != null) { try { // Try to refresh the lobby. _currentLobby = await Lobbies.Instance.GetLobbyAsync(_currentLobby.Id); // Invoke the event to notify subscribers about the lobby refresh. CurrentLobbyRefreshed?.Invoke(_currentLobby); // If request is successful, attempt to reduce the delay, but don't go below the defined LobbyRefreshRate. delay = Math.Max(delay / 2, LobbyRefreshRate * 1000); } catch (LobbyServiceException e) { // If the error is due to rate limit exceeded. if (e.Reason == LobbyExceptionReason.RateLimited) { // Double the delay to reduce the rate of requests. delay = delay * 2; } else { // If the exception is for a different reason, rethrow it. throw; } } // Delay the next execution of the task. await Task.Delay(delay); } }
@fv4202x2 жыл бұрын
How to set region in RelayService.Instance.CreateAllocationAsync(MaxPlayers, "???") ? What string do we put in?
@gladiatorssanctum Жыл бұрын
Hi I’m with Wakoe games Inc., and I just want to say this is good for setting up matchmaking like Fortnite and pubg does from main menu to the game lobby correct?
@VEOdev2 жыл бұрын
Can't find those scripts in the github project
@grahammccarthy2 жыл бұрын
Hey man! this tutorial was INCREDIBLY helpful! thank you for putting it together. I have a question for you and if complicated to explain, I'd love for you to make a video about it. Once you go into the main game scene from the lobby, what's the best way to kick everyone back to the same Lobby once you've completed the game? Or if you want to quit back to start a new game? Cheers, Graham.
@Tarodev2 жыл бұрын
Hey my man. Keep the lobby open for the duration of the game (keep pinging it) and once the menu scene is loaded, check for an active lobby and just send them to the lobby scene as if they clicked a button to join. The lobby is just a group of people and not really related to the netcode game... it becomes easier when you think of it like that.
@grahammccarthy2 жыл бұрын
@@Tarodev Brilliant! I never thought of doing that! Thanks for the quick reply 🙏
@jadeainsworth2010 Жыл бұрын
Does this conflict with mirror? I had programmed the player to work with mirror and now I’m learning about this …. Can you do a video on the character controls for online?
@ForIEqualsZero2 жыл бұрын
what should i do if i dont have a credit card?
@VyvyanTheGreat2 жыл бұрын
perfect! thank you!
@kk31515 ай бұрын
Do I need to install lobby and relay, if I installed unity Matchmaking.
@tungau88932 жыл бұрын
Hi Tarodev. Could I please get a bit more information about the clone project? I was doing it manually by linking the essential directory such as Asset, Packages, and Project Settings. That Clone tools seems more handy. Thanks in advance.
@Tarodev2 жыл бұрын
Check this out brother: github.com/VeriorPies/ParrelSync It's not affiliated with Unity, but they do recommend it.
@tungau88932 жыл бұрын
@@Tarodev Thanks man!
@brummii2 жыл бұрын
Is there any change you could publish the scripts you used in the video? On the github, everything is much more complicated.
@AFlyingBird702 Жыл бұрын
Im having a weird issue where the host will connect but the client will not, client just gets kinda stuck and theres no error or anything. Will work on it tomorrow but if anyone knows the solution let me know
@Darkrod992 жыл бұрын
Good video! Got a question how you solve the issue with ParrelSync library not getting recognized with Visual Studio Code. I'm looking in the web, and looks people haven't got an issue with it.
@Gurem6 ай бұрын
I would like a tutorial that wasn't a simplified version please. What is the setup for failure teaching method.
@SirWiggs5 ай бұрын
Note: if you get the error "Cannot implicitly convert type Unity.Services.Lobbies.Models.Lobby to Lobby" just set all the times you use Lobby with Unity.Services.Lobbies.Models.Lobby. eg: Task -> Task
@sqw33k2 жыл бұрын
My main problem with ParrelSync when I tried it was that whatever window I didn't have selected was "lagging behind". As in, I'm sending a players input every FixedUpdate frame and on the server they are added to a buffer and then consumed one per FixdedUpdate frame. So there SHOULD be a 1:1 ratio for input buffer size both on server and client but if I have the Client window selected, the server window buffer increases steadily and vice versa. It's like the non-selected Unity instance aren't getting enough computer resources to keep up. Very strange.
@peterkossits47942 жыл бұрын
Hi Tarodev, sorry to bug you but maybe you can help out. In the video you're editing files named RelayExample and SimpleMatchmaking, but in the GitHub UnityMatchmaking project that you linked to, those files aren't present. There's lots of stuff in there that show the old way of doing things (UNET and MatchmakingService). I'm wondering if maybe you're pointing to the wrong Github project in your description or pulled the wrong files in when setting up the Github project?
@demischanzel68452 жыл бұрын
seconding this, I would really appreciate a closer look at the SimpleMatchmaking code
@captainnoyaux2 жыл бұрын
I was wondering the same thing, (the video is excellent thought and can allow one to implement something similar)
@peterkossits47942 жыл бұрын
@@captainnoyaux I've learned not to bother downloading any of those GitHub projects for these videos. If anyone else is falling into this trap, you can locate the missing code by just going to Unity's help pages for the matchmaking classes. The stuff in the video is basically just a pure cut and paste from those pages. I got it working very quickly.
@echoround7374 Жыл бұрын
@@peterkossits4794 Thanks for this. The code on the GitHub is overcomplicated garbage with 90 layers of abstraction and "design pattern" bs for no reason (modern programming for ya).
@rutchjohnson2 жыл бұрын
Taro! You dog! Awesome content :)
@fajarmuhf2 жыл бұрын
I clicked get started for lobby but require credit card for pay as you go. Is lobby must request credit card for free use ?.
@shoco22 жыл бұрын
How does these networking package compare to something like photon/ mirror?
@Tarodev2 жыл бұрын
I love photon, it's an amazing service. But netcode has been just as nice to use with the benefit of being first-party + works with all the other first party solutions they offer in UGS.
@bluepilkinton-ching33352 жыл бұрын
There isn't any chance you could cover Vivox as well? :D This video is awesome! Thanks so much!
@turkaytandogan4392 жыл бұрын
Sir ty for all info but i wanna ask a question. I wanna create 1vs1 game with matchmaking system like this ppl will enter lobby after when they click find match room is gonna create automaticly when two ppl enter room is gonna close and after a while they will start a game is it possible with this system and which part should i work relay or lobby ?
@fv4202x2 жыл бұрын
How can we change room difficulty/mode in runtime?
@wlewis552 жыл бұрын
What would be a good way to do this on a local network *without* using Unity’s online services?
@fv4202x2 жыл бұрын
How can I implement "Leaving Room" function when using relay? I know how to do it with lobby but how can we leave room in relay?
@Tarodev2 жыл бұрын
Just disconnect from the netcode game :)
@fv4202x2 жыл бұрын
@@Tarodev Thanks but did you mean NetworkManager disconnect?
@3009markuss2 жыл бұрын
Hi Taro, firstly thanks for such a good explanation and guid throw all the topic, was very clear and usefull!! One question that comes to my mind is that if we use a dedicated server like some other comment mentioned (i.e. server on any cloud) relay should be necessary aswell? or is it possible to just drop the lobby part to make the rooms for each group of players? (after taking a deep look it seems like they both work together? (relay and lobby) thanks!
@yucea2 жыл бұрын
Hi I just wonder is it possible to use this Lobby system with my own dedicated server. I have a good server and I just want to this Lobby system can someone guide me? The game is ready but I just want to limit users with 4 people each game.
@michaeliversen22932 жыл бұрын
Great video. I am having one issue where the Unity Services assemblies will not be added as references to my c# project. They have been listed in my manifest files after adding them from the package manager. Anyone got some tips for what I can do?
@Tarodev2 жыл бұрын
Off the top of my head go: Edit-preferences-external tools-click regenerate project files
@michaeliversen22932 жыл бұрын
@@Tarodev Thanks for the suggestion. I am still not getting the references. If I check for generating project for "Registered packages" then they show up as a project, but again not as a reference. Do you have any suggestions?
@michaeliversen22932 жыл бұрын
I ended up creating a new project. That seems to have solved it. Thanks for the reply! I assume something was stuck in a bad state.
@ViktorTCG Жыл бұрын
There is any problem to create matchmaking skipping the lobby? Right now I use only Relay and not the lobby
@Tarodev Жыл бұрын
Ideally, you'd use lobby behind the scenes to make it easier for you. Auto matchmaking is a common practice in mobile games.
@moeenkamali1288 Жыл бұрын
can i do match making witout unity services? just hosting my own authoritative servers and use something like signalr to do match making or something else
@nixonscherbarth1974 Жыл бұрын
I mean just do it with Unity Relay, it’s literally free, easy to setup & you don’t need any firewall breakthrough
@bluzenkk2 жыл бұрын
thank you thank you thank you !!!!!!
@ClintonSymington Жыл бұрын
I wonder if I can create a 1v1 multiplayer game with relay and lobby, where the player plays a puzzle and then wins by comparing both scores.
@Tarodev Жыл бұрын
I think you can absolutely do that!
@KBforJesusChrist2 жыл бұрын
Love the work but I want to add a shop system for players to buy cars I'm making a car multiplayer game but I want players to switch cars before joining game and to be able to by cars how do I add that there no videos addressing that. Everyone just creates lobbies and enter game please make a tutorial about this and I'll be using netcode seeing how easy it's compared to photon pun(correct me if I'm wrong)
@RTWrename2 жыл бұрын
hey taro, how can I make the player only spawn at the game scene instead of in the lobby? this because my player is getting references from managers that I am creating in the scene that holds the game play scene
@flurinjenal3742 жыл бұрын
You could make an empty player container spawn immedietely that holds values such as nick name, etc but without visual representation. Then, when the actual game starts in a new scene, the player containers spawn their own character prefabs each and can start playing with those. Would that work?
@rajsah46672 жыл бұрын
Yes we want like sending damage, hit to other players we need more multiplayer tutorial :)
@권정영-x1r Жыл бұрын
Is it possible publish the game to the Unity website using webGL? I’ve been struggling since it keep shows the HTTP error message when I try it. It would be really helpful if somebody can help me. Thank you for the amazing video btw!!