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Lightweight C# networking solution for multiplayer games.

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Hey, I tried to run some code on the Mac OS and it's giving me the aforementioned exception. ``` Unhandled exception. System.PlatformNotSupportedException: This platform does not support packet information for...

Bug
MacOS

I use Monogame framework and this networking solution works with it. I was wondering for the pure c# stuff you could release the network solution as a nuget package. Would...

Feature Request

Okay, so I have a `Cleint client = new Client()` and after connecting and disconnecting it for 5 (at least for me it was 5) times, the Client get's bugged...

More Info Required

Added a callback for when reliable messages arrive. This would allow the developer to execute some code after a message is successfully received. This is similar to what it is...

**Currently only using a lan version of the Game.** Having an issue with spawning objects, whenever the player shoots and spawns a projectile I receive a No Ack received warning...

Bug

Publishing game with RiptideNetworking for AppStore Connect review will be always rejected because their team can not connect with the server (in my case to dedicated server and the connection...

Feature Request
iOS

Hey, thought I'd share since I spent an inordinate amount of time scratching my head over this one 😅 First wanted to say thanks for sharing this library! Riptide is...

More Info Required
iOS

Connect method in client passes Assembly.GetCallingAssembly(). On PC builds this returns Assembly-CSharp - which causes no issues with dictionary initialization. However, on iOS this returns UnityEngine.CoreModule and no methods are...

Bug

I'm using your network library for my game project. Everything is normal when I develop in window. But when I clone a project to MacOS, I have a problem. It...

Bug
MacOS
Android