multiplayer-community-contributions
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Community contributions to Unity Multiplayer Networking products and services.
hi, it would be great if deploy each transport [LitenetLib for example] as OpenUPM package :] thanks.
Related Unity Thread: https://forum.unity.com/threads/webgl-websocket-troubleshooting.1185469/ I'm having trouble getting HTTPS (wss) connections to work, HTTP (ws) works fine. It looks like after JSWebSocketClient.Connect() is called, it never completes the handshake. I'm...
Hi there, I'm getting a number of MLAPI errors while building a `SteamNetworkingSockets` transport and I'd love some help. The transport appears to be partially working. The host sometimes doesn't...
https://github.com/Unity-Technologies/multiplayer-community-contributions/blob/e94f42ddb92abdf93e58f7f11c40e8355fa4ac74/Transports/com.mlapi.contrib.transport.ruffles/Runtime/Ruffles/Channeling/Channels/ReliableChannel.cs#L60 This line here is missing the cast to ushort, causing the ReliableChannel to stop accepting packets past sequence 65535.
Hi, Old P2P in Steamworks will be removed soon and will be replaced with Steam Networking Sockets. Please let me know! Steamworks transport is using steam networking sockets? if not,...
SteamP2PTransport.cs line 399 causes a NullReference when the LogLevel is set to Developer. This is because NetworkManager.IsServer is not yet set to 'true' and therefore NetworkLog.LogServer tries to send the...
When stop playing in Unity, MLAPI output following error: ``` Coroutine couldn't be started because the the game object 'NetworkManager' is inactive! UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) MLAPI.Transports.SteamP2P.SteamP2PTransport:Shutdown() (at Library/PackageCache/com.mlapi.contrib.transport.steamp2p@ea6c2d8db0/Runtime/SteamP2PTransport.cs:393) MLAPI.NetworkManager:Shutdown() (at Library/PackageCache/com.unity.multiplayer.mlapi@3e3aef6aa0/Runtime/Core/NetworkManager.cs:632) MLAPI.NetworkManager:OnDestroy()...
I would like to use [Oculus P2P Networking](https://developer.oculus.com/documentation/unity/ps-p2p) as transport. **How exactly does this keep you from releasing your game right now?** 6 months **Can you suggest a possible solution?**...
Using Ruffles, calling StartClient.Task.SocketError retults in a SocketError with no Task.Message. All Task states are false when this happen. The client is successful authorized and if I ignore this error...