@@freedomcoding U do not meet wirh error " HTTP error , Too many request" ? When Joining to lobby and wanna start the relay, Press start button, and firstly i got error "Http error, too many request" secondly press start and woking fine
@@nemethszabolcs9239 Yes I was getting it as well. I should have fixed it... I think it may be something with the LobbyHeartbeat. I would try to give it some delay, so after creating the lobby, it waits some time before sending the heartbeat. But it may be something else. Let me know if you find the solution. It could help other people as well :)
Thank you for your videos. I tried to replicate what you explained, but I’m struggling a lot (this is exactly the kind of lobby I’ve been desperately looking for). I wanted to open the file you created to check the project and use it as a reference to help me, but I couldn’t open it in Unity Hub using "Add project from Disk." Am I doing something wrong, or is it not possible?
Good video, the only problem is that whenever I try to start the lobby I keep receiving the error "(429) HTTP/1.1 429 Too Many Requests", apparently, what is making the error is "Lobby lobby = await Lobbies.Instance.GetLobbyAsync(LobbyId);", any idea?
Thanks. I was getting the error too and I am unsure about what could be wrong... I have set up all of the cooldowns, so too many requests error doesn't make sense to me. Maybe I missed something. If you find out what is wrong, let me know!
Hi, did you add the cooldown? So it calls some of the Lobbies functions just once per second or so? Extra characters in the lobby code could be an issue as well - forum.unity.com/threads/problem-joining-a-private-lobby-through-lobbycode-joinlobbybycodeasync.1287908/#post-8171102
@@itachi1115 Instead of connecting the players through Relay you could use Matchmaker to find a match for your entire lobby. This would give you the IP to connect through Multiplay. The code shouldn't be too complicated. It would be just connecting these three services together. I made tutorials on all of these.
Hello, nice video! I have a pretty similar system but I am trying to allow the host to change people teams but unlucky according to Unity Docs, only each player can modify its PlayerData not even the host can. Do you know any workaround?
Hi, thanks. I am glad you liked it. Are you using Netcode For GameObjects? If so, you could just send a ClientRPC with the data that should change and the client could then set it on its own.
@@juanalvear6592 I am sure you will figure it out soon. I also have tutorials about NGO and the logic behind is quite simple. Feel free to ask me if you have any questions.
@@freedomcoding that's the fake doc. As I found from forum, that doc is for low level api not NGO. Tech team said just use shutdown func. Anyway awesome video!!!
@@qkiet2k4 Some time I may make full tutorial series about creating a multiplayer game from start to finish, but don't wait for it as I am not sure when I will get to it.
you forgot to show how you assign the relay join code into the lobby, you showed how to create it empty, but didnt show where and how to assign this value. Plshelp :(
Hi, in which part of the video I forgot to show that? It is a long time since I made the video and it is quite long, so please tell me the time and I will try to help you :)
@@freedomcoding I actually ended up fixing, i dont remember exactly, now i'm having another problem. Idk how to only instantiate the players after loading the game scene. I have the menu + lobby and the next scene goes to gameplay. What i'm doing at the moment is a Method called "StartPlayer()" and i call it in the update of each player with a int variable to make sure it will call only one time so the players get their references to enable movement and control the camera. I already tried to not set the player prefab and instantiate them all on hand but it didnt work.
@@fosgamedev7780 I think there is some documentation on instantiating GameObjects. If I remember correctly, after instantiating the GameObject, you should also call some function on the NetworkObject. I am sorry but I don't remember how exactly it is called. Calling that function should correctly instantiate the object for other clients as well.
@@freedomcoding i called, it is networkobject.Spawn(); But still the prefabs wasnt working as expected. Im not sure if this needs to be called as an rpc or something like that
good tutorial but to be honest its really bad. you didn't write the code from the 0 for the tutorial, just explain the code instead of making the code. Also so many logic error in there.
Hi, thank you for your feedback. I decided to make the videos at a faster pace, so for that reason, I am mainly explaining the code. If I were writing all of the code on video, the tutorial could be 30 minutes long instead of 10 minutes. Also, I think that writing every single character and word on video doesn't provide any additional value. What logic errors do you have in mind? I always test that my code works, so there should not be so many logic errors, even though I sometimes make a mistake.
Only actually useful tutorial. Thank god for ur existence
Thanks for tutorial, all working fine
I am glad you liked it!
@@freedomcoding U do not meet wirh error " HTTP error , Too many request" ?
When Joining to lobby and wanna start the relay, Press start button, and firstly i got error "Http error, too many request" secondly press start and woking fine
@@nemethszabolcs9239 Yes I was getting it as well. I should have fixed it... I think it may be something with the LobbyHeartbeat. I would try to give it some delay, so after creating the lobby, it waits some time before sending the heartbeat. But it may be something else. Let me know if you find the solution. It could help other people as well :)
Thank you for your videos. I tried to replicate what you explained, but I’m struggling a lot (this is exactly the kind of lobby I’ve been desperately looking for). I wanted to open the file you created to check the project and use it as a reference to help me, but I couldn’t open it in Unity Hub using "Add project from Disk." Am I doing something wrong, or is it not possible?
Hi, the files I uploaded include only the assets (without the library folder etc.), so you can create a new project and drag and drop the files in.
@@freedomcoding Thanks you.
Good video, the only problem is that whenever I try to start the lobby I keep receiving the error "(429) HTTP/1.1 429 Too Many Requests", apparently, what is making the error is "Lobby lobby = await Lobbies.Instance.GetLobbyAsync(LobbyId);", any idea?
Thanks. I was getting the error too and I am unsure about what could be wrong... I have set up all of the cooldowns, so too many requests error doesn't make sense to me. Maybe I missed something. If you find out what is wrong, let me know!
I can't create and join lobbies, it shows http exceptions such as 409 conflict, too many request, bad request etc
Hi, did you add the cooldown? So it calls some of the Lobbies functions just once per second or so? Extra characters in the lobby code could be an issue as well - forum.unity.com/threads/problem-joining-a-private-lobby-through-lobbycode-joinlobbybycodeasync.1287908/#post-8171102
@@freedomcoding Thanks, will try that
@@freedomcoding And why we used Relay, how can we use dedicated servers along with lobby
@@itachi1115 Instead of connecting the players through Relay you could use Matchmaker to find a match for your entire lobby. This would give you the IP to connect through Multiplay. The code shouldn't be too complicated. It would be just connecting these three services together. I made tutorials on all of these.
Good video!
Glad you enjoyed it!
Hello, nice video! I have a pretty similar system but I am trying to allow the host to change people teams but unlucky according to Unity Docs, only each player can modify its PlayerData not even the host can. Do you know any workaround?
Hi, thanks. I am glad you liked it. Are you using Netcode For GameObjects? If so, you could just send a ClientRPC with the data that should change and the client could then set it on its own.
@@freedomcoding Thanks! Unfourtunetly I am in the Lobby yet, not real connection yet with Relay/Netcode or whatever :'(
@@juanalvear6592 I am sure you will figure it out soon. I also have tutorials about NGO and the logic behind is quite simple. Feel free to ask me if you have any questions.
very good video. But How can I disconnect with relay server as a host or client?
Thank you. I haven't tried that. Take a look at the documentation - docs.unity.com/ugs/en-us/manual/relay/manual/disconnection
@@freedomcoding that's the fake doc. As I found from forum, that doc is for low level api not NGO. Tech team said just use shutdown func. Anyway awesome video!!!
@@비씨디 Interesting, thanks for letting me know.
How can I choose the player's outfit before entering the game?
You could store Id of the outfit for each of the players and set the look based on that.
@@freedomcoding Can you make a tutorial video? I will be very grateful for that
@@qkiet2k4 Some time I may make full tutorial series about creating a multiplayer game from start to finish, but don't wait for it as I am not sure when I will get to it.
you forgot to show how you assign the relay join code into the lobby, you showed how to create it empty, but didnt show where and how to assign this value. Plshelp :(
Hi, in which part of the video I forgot to show that? It is a long time since I made the video and it is quite long, so please tell me the time and I will try to help you :)
@@freedomcoding I actually ended up fixing, i dont remember exactly, now i'm having another problem. Idk how to only instantiate the players after loading the game scene. I have the menu + lobby and the next scene goes to gameplay. What i'm doing at the moment is a Method called "StartPlayer()" and i call it in the update of each player with a int variable to make sure it will call only one time so the players get their references to enable movement and control the camera. I already tried to not set the player prefab and instantiate them all on hand but it didnt work.
I know its just my poor knowledge on multiplayer. It would be an amazing video if you could teach us how to do that.
@@fosgamedev7780 I think there is some documentation on instantiating GameObjects. If I remember correctly, after instantiating the GameObject, you should also call some function on the NetworkObject. I am sorry but I don't remember how exactly it is called. Calling that function should correctly instantiate the object for other clients as well.
@@freedomcoding i called, it is networkobject.Spawn();
But still the prefabs wasnt working as expected. Im not sure if this needs to be called as an rpc or something like that
Bad code :(
What exactly is bad about it?
good tutorial but to be honest its really bad. you didn't write the code from the 0 for the tutorial, just explain the code instead of making the code. Also so many logic error in there.
Hi, thank you for your feedback. I decided to make the videos at a faster pace, so for that reason, I am mainly explaining the code. If I were writing all of the code on video, the tutorial could be 30 minutes long instead of 10 minutes. Also, I think that writing every single character and word on video doesn't provide any additional value. What logic errors do you have in mind? I always test that my code works, so there should not be so many logic errors, even though I sometimes make a mistake.