How To Play With Friends Easily Using Unity Multiplayer Relay

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0:00 - Intro
0:18 - Repo
0:26 - Setup
4:42 - Coding
16:34 - Testing
17:38 - Outro
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I'm glad you always leave the repo, can't wait to check it out

chimeradev
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Great tutorial! Very simple and easy to follow. Can’t wait for the next tutorial episode!

Robertganca
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Thank you so much for this series. It helps to see NetCode networking from different video educators.
My personal request is to learn more about character controllers through networking. Then how to dove-tail that into character animations: idle-walk-run-jump .

lemapp
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Hi Dapper Dino, I used scripts from youre project in my project, but at line 46 in Client Manager and line 71 in HostManager I get this error : "Assets\Scripts\Networking\HostManager.cs(71, 65): error CS7036: There is no argument given that corresponds to the required formal parameter 'port' of 'UnityTransport.SetRelayServerData(string, ushort, byte[], byte[], byte[], byte[], bool)'".
The things is when I start up your project it's works fine and i don't get any errors.

nullCode_g
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on your line 61 of HostManager, RelayServerData takes different arguments, what could them be?? I'm not sure about that.

AshhalIdrees
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super basic question I haven't seen answered anywhere in various client/host networking methods with unity, after selecting a networking solution, and all of the net code is completed, would you just send a build of your game to say a friend, and would they then be able to connect to your IP via the game client or would they also need to run it from the unity editor like you do in this example? My assumption from watching is both a local build or the unity editor would allow you to connect? just wondering if my assumption is correct before I get started, even unity documentation isn't clear on this. Thank you for your video and your time.

junglejim
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Hey Dino !

What would you recommend for a project starting to build its multiplayer and matchmaking system ? To jump into this new solution or to start with the Playfab/Mirror setup ?

Or maybe this Unity services can be used with PlayFab ?
It would open leaderboards and player database stuff !

What u think ?

DustVoltrage
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Hey, thanks for the video. But, I am getting an error (trying to receive NamedMessage from client 0 which is not in a connected state.) and I am not sure if it is happening because of something I have done, I have tried using the same code from the repo (thanks for it as always) but I am still getting the error. Any idea what could be causing it or how can I solve it?

thisormaybethis
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Hey! I am working on this from couple of days, for connecting host and clients via hotspot or Lan (without connecting to internet) do we need relay, and how to connect in that way(via hotspot).

sruthisagar
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Do you know if it’s possible to use UGS, for example Relay, but using Steams network transform?

SchizooltKazuka
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Great video
The issue i am having is i made two characters using third person starter asset for my game.
But when i play test on one screen both players pop but on the other there is none.
Any help?

KhizarAbdulRahim
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Could you tell me which kind of multyplayer game relay server is better dedicated server, and which kind of multiplayer game, dedicated server is better?

trunghieu
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Is there a possibility to select the arena of the battle or to vote for arenas? And also is it possible to automatically generate teams which battle to each other like in the Game LOL? And is it possible to get rewards after a multiplayer game, so that my experience for the used character get higher?

thesendrivingwood
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Are you able to do a video on client prediction?

lightcomic
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How performant is Netcode for game objects? Trying to look into free networking solutions with highly performant code structure so numerous players can play at one time. Does netcode for game objects facilitate this? Like talking about well over 100 ccu at one time. Is this possible for netcode for game objects?

JimboSice
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Despite all the tutorials. It always seems like things are set up BEFORE connecting relay, and then I don't know how to start. Sure relay seems simple enough, but it seems like the code is already networked previously and there's a whole game made in a very specific way prior to the addition of relay. There are ZERO tutorials that start from complete scratch. that's the only way to really help a beginner understand this. Just frustrating at this point

FenrirFinance
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Hi. Would you like to record a lesson about using Epic Online Services Relay Transport? Its Free.

IronPaul
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I'm having trouble incorporating a movement controller with Unity multiplayer. On the player prefab that is being spawned, I have a Network Object component and a network transform. And it seems to think that one build can control both "players". And only the "host" can control both players. Could it be that I'm testing the build and the scene together on one computer so it recognizes one controller?

benjaminbriggs