Thank you so much for all of your amazing videos! You make coding so much more fun and easy. I think you deserve so many more subs and views than what you currently have, and I just really hope you will keep uploading more of those videos!!!
Thank you very much. Such a lovely comment! Appreciate it. Comments on videos help push to the algorithm, so that is the best I can do (encourage people to comment)
Thanks for video! I have question. On 3:44 - you started connection with 'true' argument and them started connection again with 'false' argument. Does this mean that you start first as Server+Client with 'true' argument? And when you start again same already connected connection with 'false' argument it disables client side of that Server+Client? Or it does what it does - first opens a server connection and then opens client connection?
bobsi please help me out i worked so hard on a project and when i inported fishnet it messed up with my project now it gave me network errors please help me out
Hey Bobsi is there anyway you could make a video on using epic online services with fishnet, its kinda like unity gaming services but its free but there is almost no tutorials on it for unity. I am trying to learn and use it with the documentation but I am struggling! If you could or would be interested in it could you make a video on how to use it with unity?
Might want to add #if UNITY_EDITOR ... #endif around your "stop playing" code that references the editor namespace. Building the game will fail due to that line.
I mentioned in the video as well that you shouldn't go to production with this setup. But you are correct ^^ But testing is much easier done with Parrelsync than having to build everytime, and I want to push in that direction
Do you have or know of a tutorial to just make a simple Client-Server based system? In Mirror I had a simple system where the host clicked "Host Game" and became a Client-Server, and the clients would join by typing the IP and end up in the host's lobby. Looking for a way to replicate that so I can get myself stabilized with Fishnet as I'm brand new.
Iam trying to make a button interactable from client side to host side with server RPC but I getting this error trying to send server to client 0 which is not in connected state
I do not see how he got a parrel sync unity package file, I just had to google it and download the zip cause even the git hub link did not want to work
this sucks fishnet net suck the tutorial i spent more time following your mouse at super speed than learning anything plus networking on a local server is hardly networking when i transfer my build to my server it stick on yellow client on the menu thats it if i want api i would use photon with loads of support and time tested i was looking at this for stanalone server where people can host or join a lobby your tutorials seem to be glorifying a same machine co-op lol do a tutorial where you building a ui for host join or single player that actually work where user can host or join ffs every is stuck in api limbo being supported by companies wtf
Why not watch the tutorial meant for dedicated server setups then, instead of this video? I don't mind your feedback and criticism at all, but this feels a bit unjust for no reason. I use FishNet professionally in plenty of projects with clients (not sponsored or working together with FishNet btw, just preference) We have plenty of dedicated server setups, and currently I've been part of over 10 games running dedicated server setups. You're on a line of videos that take a host setup (local server-client) as the base, as these videos are not meant to highlight the dedicated server capabilities of the system or the development, but rather the logic needed to work with networking. Changing the transport and your networking logic to run on a dedicated server is different, but not that difficult. But of course it won't work, if you're not looking at tutorials that teaches you to work with it :-) Cheers,
Will you be using this setup?
Join the Discord here: discord.gg/HRfzz58NYk
yessiir
Wow! This has been so useful, I was testing by building the game every time! Thanks!
You're welcome! The connection starter + ParrelSync is a great and efficient testing setup for sure
Thanks bobsi for this continuing series, games will be better because of you
Glad to hear that my work is appreciated!
Thanks Bobsi!
I always look forward to your FishNet series.
Hoping one day you'll do a full tutorial on a complete game project.
I'll probably do that one day :)
Thank you for the nice comments! it is really lovely to read
Thank you so much for all of your amazing videos! You make coding so much more fun and easy. I think you deserve so many more subs and views than what you currently have, and I just really hope you will keep uploading more of those videos!!!
Thank you very much. Such a lovely comment! Appreciate it. Comments on videos help push to the algorithm, so that is the best I can do (encourage people to comment)
Great timing. Thanks! :). Your videos are great for a fishnet noobie like me!
Really glad to hear! 🙂
Thanks!
Appreciate it!
zero comments and one like? Fixed
You legend!
Thank you, so much! 🔥
Glad you like it!
Thanks for video! I have question. On 3:44 - you started connection with 'true' argument and them started connection again with 'false' argument. Does this mean that you start first as Server+Client with 'true' argument? And when you start again same already connected connection with 'false' argument it disables client side of that Server+Client? Or it does what it does - first opens a server connection and then opens client connection?
Yes, you're really just stating if you want to start as a server or a client. it's either or
This is dope! keep it up
Glad you like it!
bobsi please help me out i worked so hard on a project and when i inported fishnet it messed up with my project now it gave me network errors please help me out
You can always just delete the FishNet package again
Hey Bobsi is there anyway you could make a video on using epic online services with fishnet, its kinda like unity gaming services but its free but there is almost no tutorials on it for unity. I am trying to learn and use it with the documentation but I am struggling!
If you could or would be interested in it could you make a video on how to use it with unity?
Hiya,
I'll write it down and probably make a video on it for the future :)
@@BobsiTutorial nice
Might want to add #if UNITY_EDITOR ... #endif around your "stop playing" code that references the editor namespace. Building the game will fail due to that line.
I mentioned in the video as well that you shouldn't go to production with this setup. But you are correct ^^
But testing is much easier done with Parrelsync than having to build everytime, and I want to push in that direction
Do you have or know of a tutorial to just make a simple Client-Server based system? In Mirror I had a simple system where the host clicked "Host Game" and became a Client-Server, and the clients would join by typing the IP and end up in the host's lobby. Looking for a way to replicate that so I can get myself stabilized with Fishnet as I'm brand new.
Mirror and FishNet are extremely similar in terms of coding structure. So if you can make it for mirror, you can also do it for FishNet ^^
Awesome, thank you sir. @@BobsiTutorial
Just in time
Ohhh yeah
I have a problem where when I load up I can move the opposite player, but not the player I'm playing as. please help.
Sounds like you have your ownership inversed or something along those lines 🙂 Others have had the issue before and solved it, so you can too!
Iam trying to make a button interactable from client side to host side with server RPC but I getting this error
trying to send server to client 0 which is not in connected state
Try and ask in the FishNet discord. I've not seen this error before.
I do not see how he got a parrel sync unity package file, I just had to google it and download the zip cause even the git hub link did not want to work
On their Git (if you just find it by Google) you can download it.
this sucks fishnet net suck the tutorial i spent more time following your mouse at super speed than learning anything plus networking on a local server is hardly networking when i transfer my build to my server it stick on yellow client on the menu thats it if i want api i would use photon with loads of support and time tested i was looking at this for stanalone server where people can host or join a lobby your tutorials seem to be glorifying a same machine co-op lol do a tutorial where you building a ui for host join or single player that actually work where user can host or join ffs every is stuck in api limbo being supported by companies wtf
Why not watch the tutorial meant for dedicated server setups then, instead of this video? I don't mind your feedback and criticism at all, but this feels a bit unjust for no reason. I use FishNet professionally in plenty of projects with clients (not sponsored or working together with FishNet btw, just preference)
We have plenty of dedicated server setups, and currently I've been part of over 10 games running dedicated server setups. You're on a line of videos that take a host setup (local server-client) as the base, as these videos are not meant to highlight the dedicated server capabilities of the system or the development, but rather the logic needed to work with networking.
Changing the transport and your networking logic to run on a dedicated server is different, but not that difficult. But of course it won't work, if you're not looking at tutorials that teaches you to work with it :-)
Cheers,