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Name Collision Issues
Daniel McGuinness edited this page Sep 30, 2018
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As you may have read in Network Object, the network object has an owner. This owner is responsible for updating the Fields. Since there is one owner of an object, you may want to update who owns an object at runtime. For example, if there is a car on the street, it may be currently owned by the server (because the server spawned the object), however a player gets into the car to drive it, now we would want the player to own the car and update it's variables. To do this we have two methods that are a part of the Network Object and one extra method to override to validate ownership changes on the server.
Getting Started
Network Contract Wizard (NCW)
Remote Procedure Calls (RPCs)
Unity Integration
Basic Network Samples
Scene Navigation
Master Server
Netcoding Design Patterns
Troubleshooting
Miscellaneous
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Connection Cycle Events
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Rewinding
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Network Logging
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Working with Multiple Sockets
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Modify Master and Standalone servers
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NAT Hole Punching
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UDP LAN Discovery
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Offline Mode
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Ping Pong
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Lobby System
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Upgrading Forge Remastered to Develop branch or different version
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Forge Networking Classic to Remastered Migration Guide
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Script to easily use Forge Networking from sources
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Run Two Unity Instances with Shared Assets for Easiest Dedicated Client Workflow