

This method attaches a DownloadHandlerBuffer to the UnityWebRequest. For more information on multipart forms and form boundaries, see RFC 2388. If you supply a custom boundary byte array, note that the sequence of bytes must be guaranteed to be unique and must not appear anywhere in the body of your form data. The Content-Type header will be set to multipart/form-data, with an appropriate boundary specification. / T$$anonymous$$s script is accessed by the CursorControl script.This method creates a UnityWebRequest, sets the url to the string uri argument and sets the method to POST. / T$$anonymous$$s script accesses the GameSettings script. / T$$anonymous$$s script accesses the ScoreTable script to inform it of / is the foundation for The multiplayer system.Good Luck Fadi:D / T$$anonymous$$s script is attached to the MultiplayerManager and it Ok then t$$anonymous$$s shoul do the job i added the NAT compatibility so u dont have 2.the unty master server is a server where u can connect to with a static ip address. MyPlayerObject.GetComponent(Player_Manager).networkView.RPC("Client_PlayerAlive",RPCMode.Others) MyPlayerObject.GetComponent(Player_Manager).networkView.RPC("Client_PlayerAlive",RPCMode.All) MyPlayerObject.GetComponent(Player_Manager).ControllerTransform.rotation = rotation MyPlayerObject.GetComponent(Player_Manager).ControllerTransform.position = position GameObject.Find("Player_Health").guiText.text = "100" GameObject.Find(GroupNetworkPlayerName).GetComponent(MultiplayerManager).GetMPPlayer(player).PlayerHealth = 100 GameObject.Find(GroupNetworkPlayerName).GetComponent(MultiplayerManager).GetMPPlayer(player).PlayerIsAlive = true NetworkView.RPC("Client_SpawnPlayer",RPCMode.All,player,GameObject.Find("spawnpoint"+numberspawn).transform.position + Client_SpawnPlayer(player : NetworkPlayer, position : Vector3, rotation : Quaternion) Var numberspawn = Random.Range(1, Spawnpoints.Length +1) IfMatchStarted = Server_SpawnPlayer(player : NetworkPlayer) Spawnpoints = Client_ServerLoaded(started : boolean) If (Application.loadedLevelName = CurrentMap.MapLoadName & Network.isServer) NetworkView.RPC("Client_GetMultiplayerMatchSettings",player,CurrentMap.MapName,"","") NetworkView.RPC("Client_AddPlayerToList",player,pl.PlayerName,pl.PlayerNetwork) Var play : GameObject = Network.Instantiate(PlayerManagerPrefab,Vector3.zero, Quaternion.identity,5) as GameObject įunction OnPlayerConnected(player : NetworkPlayer) PlayerName = PlayerName + Random.Range(1,250) Server_PlayerJoinRequest(PlayerName,ayer) įunction Server_PlayerJoinRequest(PlayerName : String, view : Client_AddPlayerToList(PlayerName : String, view : NetworkPlayer) MasterServer.RegisterHost(RegisterHostName,MatchName,"") Network.InitializeServer(MaxPlayersCount, NetworkPort, true) // false = Not useing internet Some of the connection codes : function StartServer(ServerName:String ,ServerPassword:String ,MaxPlayers:int) What should I do to fix the time problem, and how can I show message about the server status, like if there any problem with the connection, show message with that problem, because I press joining game and wait about 30 seconds after that the game work or not. I created a Multilayer game, and every t$$anonymous$$ng work fine except one t$$anonymous$$ng.
