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5
votes

UNet serialization interface for custom types

Networking

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Nov 07, 2017

-

OndrejP

Currently it's not possible to use custom serialization for Commands and RPCs. For SyncVars it's possible, but it's complicated (Net... Read more

4
votes

Make the effect of NetworkServer.Destroy happens after RPC handlings on ...

Networking

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Nov 04, 2017

-

Ladace

Hi this is a feedback on the API design. The behavior of NetworkServer.Destroy is a bit unhandy specifically on server with local cl... Read more

0
votes

Vector2Int not supported as Command and ClientRpc parameters

Networking

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Oct 22, 2017

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samlibardi

When trying to use Vector2Int as parameter on remote actions, a lot of errors pop saying it's not a supported type, even though it's... Read more

0
votes

Can I get proxy for network?

Networking

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Oct 19, 2017

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gatespa

I am in China, and we can not access some websites for some reasons but VPN, unfortunately, those include unity3d.com,so could you a... Read more

0
votes

Network Share Permission

Networking

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Sep 13, 2017

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CouparS

In order for Unity 2017 to work correctly if you are using a network share to store the project, the permission on the share must be... Read more

5
votes

LLAPI - Option to have the IncomingMessageQueue be kept separate per con...

Networking

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Aug 04, 2017

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HiddenMonk

We need an option to have the Incoming Message Queue to be kept separate per connection so that a single connection cant affect anot... Read more

0
votes

LLAPI - Add a MaxReceivedMessageQueueSize in ConnectionConfig class

Networking

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Aug 04, 2017

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HiddenMonk

We need a MaxReceivedMessageQueueSize variable in the ConnectionConfig class that limits the amount of messages this connection can ... Read more

3
votes

Network Discovery should provide byte[] instead of string

Networking

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Jul 26, 2017

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GarethPikPok

I had to introduce a bit of a hack into our product today to work around the fact the the data string in OnRecievedBroadcast is a la... Read more

0
votes

Decouple Network Lobby Manager from dependency on changing scenes

Networking

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Jul 23, 2017

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ksakins

I would very much like to use the Network Lobby Manager as a baseline for implementing a pre-game lobby, however currently it is unu... Read more

10
votes

ClientScene should expose SetNotReady as public

Networking

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Jun 24, 2017

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m_santoro

I'm implementing my own NetworkManager (not inheriting off of UnityEngine.Networking.NetworkManager). There seems to be no way for m... Read more

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