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Bobsi Tutorials
เข้าร่วมเมื่อ 29 มิ.ย. 2021
I simply wish to help people improve their Unity skills and abilities. I want to help provide the information to keep learning and get further. Being able to provide people the tools it takes to learn for themselves in the best way possible for the individual is my end goal!
Please only reach out to me directly either via my email or Discord if you have a business enquiry.
Please only reach out to me directly either via my email or Discord if you have a business enquiry.
Mastering SOAP in Unity: ScriptableObject Architecture Pattern Tutorial
Get Soap: assetstore.unity.com/packages/package/soap-scriptableobject-architecture-pattern-232107
Learn how to efficiently utilize the SOAP asset for Unity. In this tutorial, we'll guide you through the ScriptableObject Architecture Pattern, helping you streamline your game development process. Perfect for Unity developers looking to enhance their skills!
Don't forget to like, comment, and subscribe for more Unity tutorials! 👍🎮🚀
Join the Bobsi discord: discord.gg/HRfzz58NYk
If you have any questions, leave them in the comments and I'll try my best to help you.
A like, comment and perhaps a subscription with the bell notifications turned on, is very much appreciated! But I love you anyway for just watching :)
Learn how to efficiently utilize the SOAP asset for Unity. In this tutorial, we'll guide you through the ScriptableObject Architecture Pattern, helping you streamline your game development process. Perfect for Unity developers looking to enhance their skills!
Don't forget to like, comment, and subscribe for more Unity tutorials! 👍🎮🚀
Join the Bobsi discord: discord.gg/HRfzz58NYk
If you have any questions, leave them in the comments and I'll try my best to help you.
A like, comment and perhaps a subscription with the bell notifications turned on, is very much appreciated! But I love you anyway for just watching :)
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Voice Chat in Unity with Steam - Quick setup (Tutorial)
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How to setup Steam: th-cam.com/video/fdBrndgYJZI/w-d-xo.html In this video we're looking in to how you work with the Heathen Steam voice chat integration. It's super easy and quick to get started, so enjoy this 6 minute tutorial on how this integration works. Voice chat is normally a difficult task, but thanks to Heathen, it is no longer! In this quick setup I utilize my networking option of ch...
Multiplayer Matchmaking with Steam in Unity - Tutorial
มุมมอง 3.3K7 หลายเดือนก่อน
How to setup Steam: th-cam.com/video/fdBrndgYJZI/w-d-xo.html In this video we are looking into how you get started working with Matchmaking with the Heathen complete steamworks integration. We utilize Unity as our game engine of choice and I use FishNet for my networking, but you can use any that you prefer. Heathen Steamworks has some awesome high level components for us to plug and play match...
Steam chat in Unity with lobbies - Quick setup (Tutorial)
มุมมอง 1.4K9 หลายเดือนก่อน
How to setup Steam: th-cam.com/video/fdBrndgYJZI/w-d-xo.html In this video we are looking at how to get a fully functional chat system implemented through the Steamworks Heathen complete kit. It is super easy and pretty much just plug n play so you can do it in just minutes! Don't forget to like, comment, and subscribe for more Unity tutorials! 👍🎮🚀 Steam Heathens: kb.heathen.group/assets/steamw...
Unity multiplayer server made easy - 5 minute setup (Hathora hosting)
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Get one of the best (in my opinion) server hosting setups for Unity! It's cheap, fast and easy to work with. Their support is great and fast as well. In this video we're looking into how you work with Hathora to get running with your multiplayer game in no time. It's super easy and can be done in less than 5 minutes! Get Hathora: hathora.dev/ Join Hathoras Discord: discord.gg/hathora Join Bobsi...
Show Steam lobby members in Unity - Quick setup (Tutorial)
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How to setup Steam: th-cam.com/video/fdBrndgYJZI/w-d-xo.html In this video we are looking into how we can display the Steam member data for the users in the same lobby as us. The Heathen Steamworks complete kit makes a lot of functionality easily accessible, and I utilize this in the video. I use the Lobby manager to tap into the functionality we need to have a fully automatic and scalable setu...
Steam Lobbies in Unity - Quick setup (Tutorial)
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How to setup Steam: th-cam.com/video/fdBrndgYJZI/w-d-xo.html In this video we are looking into the core of working with lobbies in your game. Lobbies with Steam doesn't work as you think of a "game lobby" or "session lobby". It is essentially just a way for you to share meta-data between lobby contestant. Essentially a chat room behind the scenes and nothing more. A lot of people confuse Steam ...
Steam Multiplayer in Unity - Quick setup (Tutorial)
มุมมอง 12K10 หลายเดือนก่อน
How to setup Steam: th-cam.com/video/fdBrndgYJZI/w-d-xo.html In this video we are looking into the core of networking your game with Steam. Here we make a simple connection to other players utilizing the Steamworks relay solution which is free to all developers! It is as easy as just connecting to the CSteamID, and they even have a friend code (hexcode) for you to use. Don't forget to like, com...
Make a multiplayer FPS in Unity - Ep. 13 - Zombie damage & spawning!
มุมมอง 4.2K10 หลายเดือนก่อน
Zombies! In this video we're following up on the creation of zombies with having them damage the players as well as spawning them by setting up zones from which they can spawn. Follow along to make your multiplayer zombie game! Watch entire playlist here: th-cam.com/play/PLF6lFlLzb6CTqcT6Xtv98G_a8FZS9_Fu8.html Welcome to the 'Make a multiplayer FPS in Unity'! In this comprehensive series, we'll...
Make a multiplayer FPS in Unity - Ep. 12 - Zombies!
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Zombies! In this video we're setting up some basic multiplayer zombies to attack the player and making sure the player can shoot and kill them. It's a very basic setup and we are not using NavMesh but rather just moving the rigidbodies directly. Watch entire playlist here: th-cam.com/play/PLF6lFlLzb6CTqcT6Xtv98G_a8FZS9_Fu8.html Welcome to the 'Make a multiplayer FPS in Unity'! In this comprehen...
Steam Leaderboards setup in Unity (Tutorial)
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Welcome back to Bobsi, your go-to channel for improving your Unity skills! In this video, we're diving into the world of Steam in Unity. We'll be looking at how to easily implement Steam leaderboards into your Unity game without any code! It is entirely plug n' play, but it is easy and simple to customize to your needs. Don't forget to like, comment, and subscribe for more Unity tutorials! 👍🎮🚀 ...
Make a multiplayer FPS in Unity - Ep. 11 - Animation rigging
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Make the player properly hold the gun / weapon using animation rigging. We also look into making it work in multiplayer as well as some parrelsync debugging! Watch entire playlist here: th-cam.com/play/PLF6lFlLzb6CTqcT6Xtv98G_a8FZS9_Fu8.html Welcome to the 'Make a multiplayer FPS in Unity'! In this comprehensive series, we'll guide you through the process of creating a multiplayer FPS game in U...
Make a multiplayer FPS in Unity - Ep. 10 - Player animations
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In this one we are setting up the player movement animations and synchronizing them over the network as well! Watch entire playlist here: th-cam.com/play/PLF6lFlLzb6CTqcT6Xtv98G_a8FZS9_Fu8.html Welcome to the 'Make a multiplayer FPS in Unity'! In this comprehensive series, we'll guide you through the process of creating a multiplayer FPS game in Unity using the FishNet system. Each short video ...
Make a multiplayer FPS in Unity - Ep. 9 - Scoreboard
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We're setting up the scoreboard to display kills and deaths in order to work. Quick and Easy as that! Watch entire playlist here: th-cam.com/play/PLF6lFlLzb6CTqcT6Xtv98G_a8FZS9_Fu8.html Welcome to the 'Make a multiplayer FPS in Unity'! In this comprehensive series, we'll guide you through the process of creating a multiplayer FPS game in Unity using the FishNet system. Each short video covers 1...
Implement Steam in Unity: Introduction to Heathen's Steamworks Complete
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Great video! After following the instructions in the video and creating a room, the START GAME button disappeared after entering the room. Why is that? Could it be because I didn’t enter the room as the server? Please forgive my silly question.
But how do you put sound on the ball? cant find a thing about it
There are plenty of tutorials on sound in Unity 🙂
@BobsiTutorial oh I've seen but nothing i can find on what I want, a simple rolling sound when the ball moves is all I'm looking for
@@mickyr171 You should be able to just do something similar to engine sounds that change with speed.
can I add character selection via latejoin? like they join the host and then choose a character? and can it be possible, that there cant be clones of that exact same character?
it's all possible 🙂
when it changes to another scene, i should still use fishysteamworks or it should be tugboat? sorry for the dumb question
FishySteamworks for Steam. Tugboat for IP connection
have you any tutorials on how to edit the animations to put the gun away or to add pickup etc pretty stuck on this and it would be a great tutorial to watch :)
Unfortunately I don't have any tutorials like that. I'm also really not good at animating 😀
nice
Glad you liked it
Hi , i did all in this video , and this work (thx) . But this works only for host , because client can't see the objects , what can be claimed and be in the inventory (like Wood in video) . And host can't see movement of client , he just see a player , who staying "afk" . Also i see , client player has PlayerController and PlayerInventory disabled . But when we remove PlayerInventory script , all works , but without inventory of course . I just don't know how fix this , help me pls
A lot of stuff going on here. The setup should work if things are done correctly. Sounds strange
I am curious about something and maybe someone can help… I am trying to create a capture the flag world game. I want to make it work that the world is always active and if you are not online, your base can be taken by someone that is online at the time on a particular server. When I log back on, if no one has taken my base, it still belongs to me…. Is this possible? Does the server work like that? Any advice is appreciated.
I'm not sure, you might have to ask in the Alteruna Discord. I don't think the Alteruna servers allow for permanent up-time like that, I think they run on room/lobby logic, meaning when everyone leaves, the instance/room shuts down.
@ my other thought was to do a main game, then do a tower defence game on a server, but I would want your items and accomplishments you get in game to carry over to the tower defence.
is there anyway i could make a AI chase a player?
Yeah, you just have the target be set to the players location. Easy as that 🙂
@@BobsiTutorial thx mate
Hi bobsi! I'm using the code from your video, and I'm running into an error with the registerBroadcasts. their OnPositionBroadcast and OnClientPositionBroadcast are being marked as errors. The following error message states: "Cannot convert from 'method group' to Action<Broadcasts.PositionIndex, Channel>.' I'm sure this isn't a simple error or grammatical error because I am using the same exact code you provided in the description.
I think the handshake has just changed. Make sure to check the fishnet documentation 🙂
any tips on getting the players to sync right when going high speed?
what do you mean with "sync right"?
@@BobsiTutorial choppy movement/not syncing across the players network when moving too fast
@@RealMunkey hmm, sounds strange. I don't work much with Alteruna, so maybe try and ask in their Discord 🙂
I have a problems with my camera, first i cant move it T_T
problem resolved i've just remove te third line of code in the if condition
@@Evanlink2.0 if it works it works
I really want have a tutorial where Bob explains how to do multiplayer with characters
W Video, thank you for the tutorials
Appreciate it
Not working respawn when zombie kill you, how fix that?
Well I do you have any error?
@@BobsiTutorial no, it seems to me that this happens because I don’t seem to exit the trigger after the zombie dies and therefore _playersWeHit.Remove(playerHealth); is not called as it should be, I fixed it by calling it when the player dies, but it seems to me that I didn’t fix it correctly (how would you fix it)?
@@azart23301 Not entirely sure about it. It's a while since I recorded these, so I don't remember the ins and outs. But as I always say, if it works it works (slaps roof)
Hey are you currently working on any game in particular ?
I am indeed 🙂 I make some devlogs on another channel: th-cam.com/video/hSHTdiiN9aY/w-d-xo.html
Amazing
Thank you good sir
Is there no code-writing process in the `playerController.cs` file?
What'd you mean?
@BobsiTutorial I cannot see the complete code of the "playerController.cs"
@@chowwill9828 The video should be showing everything necessary
hey can we control the limitations of players in the room
You should when the room is created, if you set that up yourself 🙂
Make a video for how to make ui joystick controller with first person in coherence for mobile
That's a very specific request 😀
@BobsiTutorial so,you are making video on this topic?
wanted to ask how do you matchmake without using ip addresses do you have tutorials on that ? I already made my game with photon pun is it easy to transfer from photon pun to fishnet ? is there enough tutorials for fishnet or should I use mirror ? also are those "steam tools" exclusive to steam , probably cant release on steam bec of the price
Matchmaking should either be made manually or you need to use a service. Maybe Photon has one, but given that Pun has been deprecated for many years, i doubt it. Mirror is the bigger of the systems, that being said, I would say there is enough to learn comfortably as well for FishNet. Steam tools?
@@BobsiTutorial I am not sure how to use unity relay with fishnet is there tutorials on that
@@powercellgaming4956 I don't have a tutorial on that, but I imagine there should be a transport for it.
Great video! I did have a quick question at around 35:30 you showcase transiting to the gameplay scene, how would you handle the player spawning since they get spawned in the Lobby due to the Network Manager having a PlayerSpawner (in the bootstrap scene)? Could you use the same PlayerSpawner in that scene as well (I don't think so since they aren't being spawned?... but rather transiting to this new scene right?) or would you have to set the players location through a new manager like a GameplayManager which calls an RPC server/host to all clients?
There are multiple ways to do it, the FishNet player spawner reacts to new connections, but you can easily "yoink" the code from it, and have it handle it instead when the player joins the new scene. There are callbacks in the scenemanager for that 🙂
bro this is an S-tier tutorial for Fishnet. I just finished watching Episode 2 and came back here to comment, because anyone watching this ought to know that this is a nice little bonfire to start from. I've been using unity networking tools for about 4 years now. As a self-taught who only really is familiar with C# and a small bit of Unity ECS, I'm thinking fishnet might be a superior solution for implementing game state reconciliation. also... >when the capsule is sus
Glad you think so! Appreciate the kind words 🙂
When I tested this out with my friends I have noticed that if player A picks an object up and then player B connects to the server then the object that Player A picked up wont be present on the side of Player B until player A drops the object and then picks it up again. I did make some changes to the script though, and im not sure if the changes create the problem or the base scrip using FishNet.Object; using UnityEngine; using UnityEngine.UI; public class PickupObject : NetworkBehaviour { [SerializeField] float raycastDistance; [SerializeField] LayerMask pickup; [SerializeField] Transform pickupPosition; [SerializeField] KeyCode pickupButton = KeyCode.E; [SerializeField] KeyCode dropButton = KeyCode.Q; private int requeredAmount; Camera cam; // text on screen public GameObject theText; bool hasObjectInHand; GameObject objInHand; Transform worldObjectHolder; public override void OnStartClient() { base.OnStartClient(); if (!base.IsOwner) enabled = false; cam = Camera.main; worldObjectHolder = GameObject.FindGameObjectWithTag("DroppedObjects").transform; theText = GameObject.FindGameObjectWithTag("Text"); } private void Update() { if (Input.GetKeyDown(pickupButton)) { Pickup(); } if (Input.GetKeyDown(dropButton)) { Drop(); } GameObject[] capsulesAmountArray = GameObject.FindGameObjectsWithTag("powerSell"); requeredAmount = capsulesAmountArray.Length; print(requeredAmount); if(requeredAmount == 0 && theText != null) { Victory(); } else { if(theText != null) { theText.SetActive(false); } } } private void OnCollisionEnter(Collision collision) { if (collision.transform.CompareTag("Monster")) { Drop(); } } void Victory() { theText.SetActive(true); } void Pickup() { print("pickup initiated"); if (Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit hit, raycastDistance, pickup)) { if (!hasObjectInHand) { SetObjectInHandServer(hit.transform.gameObject, pickupPosition.position, pickupPosition.rotation, gameObject); objInHand = hit.transform.gameObject; hasObjectInHand = true; } else if (hasObjectInHand) { Drop(); SetObjectInHandServer(hit.transform.gameObject, pickupPosition.position, pickupPosition.rotation, gameObject); objInHand = hit.transform.gameObject; hasObjectInHand = true; } } } [ServerRpc(RequireOwnership = false)] void SetObjectInHandServer(GameObject obj, Vector3 position, Quaternion rotation, GameObject player) { SetObjectInHandObserver(obj, position, rotation, player); } [ObserversRpc] void SetObjectInHandObserver(GameObject obj, Vector3 position, Quaternion rotation, GameObject player) { obj.transform.position = position; obj.transform.rotation = rotation; obj.transform.parent = player.transform; if (obj.GetComponent<Rigidbody>() != null) obj.GetComponent<Rigidbody>().isKinematic = true; } void Drop() { if (!hasObjectInHand) return; DropObjectServer(objInHand, worldObjectHolder); hasObjectInHand = false; objInHand = null; } [ServerRpc(RequireOwnership = false)] void DropObjectServer(GameObject obj, Transform worldHolder) { DropObjectObserver(obj, worldHolder); } [ObserversRpc] void DropObjectObserver(GameObject obj, Transform worldHolder) { obj.transform.parent = worldHolder; if (obj.GetComponent<Rigidbody>() != null) obj.GetComponent<Rigidbody>().isKinematic = false; } } here is the full script
Can't really properly read the full script in the youtube comments, but it would require some kind of buffering for late joiners. Essentially you need to ask yourself "what have I done to ensure the newly joined clients knows i'm holding the object"
@@BobsiTutorial nothing really, idk how to do that
How do I make this work on someone else's computer too.
What do you mean?
what is the thing that you use to build the scenery?
Pro builder. It's a Unity tool you can get in the package manager
why is my camera not moving to the player when i start server
because it's the OnStartClient method that handles it. So you need to start the client as well
I need help, i can't put the player in the avatar variable. I would really need some help on that.
Your player is not an avatar then. Try and watch the setup again 😀
How did you setup your VSCode to show variable type names on methods? Like, when you do "_fishySteamworks.StartConnection(server:true);" and it displays the variable name being server?
I am using JetBrains Rider, and not VS Code :-)
bro why u creating amogus model
mad sus
Really helpful thanks
Happy to help out
Hi , i didn't know how connect UI (Player's HP) to this . I thought , i can just connect string hp by id player's , and by this way , hp will shows on the player's screen . And you already know , what i just did it , and this isn't work . And i write to you for help . BUT i know you made another video about system of health and damage , what alreeady shows , how many hp has player . And i do all like in this video , and it just write like "Change version 3 to version 4" , i don't understand what's problem it had .After all i want do it like in this video. But instead it write in console , write on UI player's (in numbers of course) PLEASE HELP MEEEEEE
You're in the discord I believe, receiving help there 🙂
@@BobsiTutorial Already , yeah . I didn’t know about your discord server, and now I know
These Baking part is now inside Navigation (obsolete) ,
Thanks for letting us know. I never actually use Unity's built in navmesh stuff
i do not have FishySteamworks Script
I go over it in the video
Very useful!
Glad to hear!
why is the movement at multiplayer not smooth?
It should be. is the interpolation not set?
First of al thankyou for the tutorials! They help a lot. I also have a question is there any chance you could make a mini serie about RTS multiplayer? Greetings from Holland!
Working on some big stuff coming up (lots of new videos), so as soon as that is out, request it and it likely will be worked on!
@BobsiTutorial allright thankyou very much :)
It doesent show me uniqe id can you help
You'd probably have to ask in the Alteruna discord.
Hello Bobsi, I know you said you are not much of an animation guy, but I still have a question. Problem is, as you described in your description, that the weapon is made a child of the camera, while the animation position was made relative to the camera. My problem now is that I can fix it so it looks good for the player that is shooting the gun, but that would make the gun dissapear (be under the ground) for the enemy player (due to moving the position down on the y axis to make it look good relative to the camera). So in a sense I'd need a solution that 1. animates the object relative to the camera of the player shooting and 2. animates it relative to the player object aswell, so the enemy player also sees it right .. if that makes sense :D
How a lot of games do it, is they have 2 individual setups. One for the first person camera and one for everyone seeing it from the outside. And these handle animations individually.
The player movement isn't working for me, can you help?
I need more information to help
@@BobsiTutorial the movement isnt working but the multiplayer is
what do i do if the the map is purple
It's mentioned in the video. Gotta extract the materials
@@BobsiTutorial k thx
Hello Bobsi, thank you for that awesome tutorial. I got a problem now that I can't seem to get to work in the way you did it. So when I implement the ServerRpc and ObserversRpc for the AnimateWeapon and PlayMuzzleFlash method I get the following error in my classes like PlayerRiflle, Playerpistol, .. etc: Base Calls are not allowed inside Remote procedure calls (ServerRpc, ObserverRpc, TargetRpc) - It seems that you are not allowed to use base calls when it comes to Rpc anymore? Any ideas on how to fix this in a good way? For reference: What you start doing at 4:14 in the video breaks my code basically.
Hmm, well the simplest solution would just be to have another method which is a server RPC that is called from the virtual method. Strange that FishNet doesn't allow that anymore, but it's simple enough to workaround. Just not super handy.
@@BobsiTutorial Yeah it is weird. I thought of the same solution as you but didn't find it to be very handy so I was wondering if you had another. But thanks for the fast reply :)
bro ☠ why i'm always getting some random errors? now its JSON parse error: JSON parse error: Invalid value. whenever i press enter in the chat. thats sad
That's strange. Typically something with handling of strings could be the issue.
"'NetworkManager.IsServer' is obsolete: 'Use IsServerStarted. Note the difference between IsServerInitialized and IsServerStarted.' is it really obsolete?
how to make other objects apear in multiplayer???
What do you mean with making objects appear? Like spawning and despawning? That's a different video.
is there a way to sync movment because when i move in 1 tab it doesnt register for the other tab
The transform sync component should handle that
Anyone knows how to fix the gun it's not rooted to the hands
Not heard about that before. The moving and shooting itself is actually a Unity asset as far as I'm aware. Alteruna just made a networked version.
Hi Bobsi! Make video about scene stacking please!
It's a very niche case, especially with these services that handles optimized servers in node based structures (which makes them pretty cheap)
@@BobsiTutorial ?
i get error "could not find namespace "post processor reflection importer provider" " i already restarted and reimported
nvm , i fixed by removing netcode for objects and all its related contents. then i have to use "fishy steam works" (or fishy facepunch steam works) and make sure to download the zip of the source and not the one in the releases.
@@Playeroth Yeah, don't mix content like that. It can get troublesome
nice video but can you by any chance make it 3rd person
You can just make it third person. The multiplayer setup doesn't really change ^^