Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Morga121 · Jun 24, 2014 at 06:12 PM · networking

Network problem

The network status isn't changed when 'Running as client. No player ID set yet.' and 'Connected to 192.168.1.100:27017' texts are typed in the console and OnConnectedToServer isn't called .(Status is Network.isServer and Network.isClient) Here's the code :

 using UnityEngine;
 using System.Collections;
 
 public class Networking : MonoBehaviour {
 
     public string gameName;//Server Name
     public string typeName;//Game Name
     public string comment;
     public int maxConnections;
     public int port;
     public int refreshRequestLength;
     public Transform[] spawnSpots; 
     public GameObject _Player;
     public GameObject[] publicCameras;
     public HostData connectedHostdata;
     public enum statuses{Offline ,Client ,Server};
     public statuses status;
     HostData[] hostData;
 
     void Update()
     {
         if (Network.isClient && !Network.isServer)
         {
             status = statuses.Client;
         }
         else if (Network.isServer && !Network.isClient)
         {
             status = statuses.Server;
         }
         else if (!Network.isClient && !Network.isServer)
         {
             status = statuses.Offline;
         }
     }
 
     void StartServer()
     {
         Network.InitializeServer (maxConnections, port, false);
     }
 
     void OnServerInitialized()
     {
         Debug.Log ("Server initialized");
         MasterServer.RegisterHost (typeName, gameName);
     }
 
     void OnFailedToConnectToMasterServer()
     {
         Debug.LogError ("Failed to connect to Master Server");
     }
 
     void OnMasterServerEvent(MasterServerEvent msEvent)
     {
         if (msEvent == MasterServerEvent.RegistrationSucceeded)
         {
             Debug.Log("Registration to Master Server succesfull");
             Debug.Log ("The server is started succesfully");
             Spawn();
         }
     }
 
     //Refresh
     IEnumerator RefreshServers()
     {
         Debug.Log ("Refreshing...");
         MasterServer.RequestHostList (typeName);
         float timeEnd = Time.time + refreshRequestLength;
 
         while (Time.time < timeEnd)
         {
             hostData = MasterServer.PollHostList();
             yield return new WaitForEndOfFrame();
         }
         if (hostData != null || hostData.Length != 0)
         {
             Debug.Log (hostData.Length + " server(s) have been found");
         }
     }
 
     void OnPlayerDisconnected(NetworkPlayer player)
     {
         Network.DestroyPlayerObjects (player);
         Network.RemoveRPCs (player);
     }
 
     void OnConnectedToServer()
     {
         Debug.Log ("Connected to server (" + connectedHostdata.ip + " )");
         Spawn ();
     }
 
     void OnGUI()
     {
         if (Network.isClient || Network.isServer)
                         return;
 
         if (GUI.Button (new Rect(25 ,25 ,150 ,30) ,"Host New Server"))
         {
             StartServer ();
         }
         if (GUI.Button(new Rect(25 ,65 ,150 ,30) ,"Refresh Server List"))
         {
             StartCoroutine("RefreshServers");
         }
         if (hostData != null)
         {
             for (int i = 0;i < hostData.Length;i++)
             {
                 if (GUI.Button(new Rect(Screen.width / 2 ,65 + (30 * i) ,200 ,30) ,hostData[i].gameName))
                 {
                     NetworkConnectionError error = Network.Connect(hostData[i]);
                     connectedHostdata = hostData[i];
                 }
             }
         }
     }
 
 
     void Spawn()
     {
         GameObject myGO =(GameObject) Network.Instantiate (_Player, spawnSpots [Random.Range (0, spawnSpots.Length)].position, Quaternion.identity, 0);
         for (int i = 0;i < publicCameras.Length;i++)
         {
             if (publicCameras[i] != null)
             {
                 publicCameras[i].GetComponent<Camera>().enabled = false;
                 publicCameras[i].GetComponent<AudioListener>().enabled = false;
             }
         }
         myGO.GetComponent<CharacterMotor> ().enabled = true;
         myGO.GetComponent<MouseLook> ().enabled = true;
         myGO.transform.FindChild ("Camera").GetComponent<Camera> ().enabled = true;
         myGO.transform.FindChild ("Camera").GetComponent<MouseLook> ().enabled = true;
         myGO.transform.FindChild ("Camera").GetComponent<AudioListener> ().enabled = true;
     }
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Unity networking tutorial? 6 Answers

Networking Gun Fire Sound 1 Answer

how can I present a choice under function OnNetworkLoadedLevel 2 Answers

Multiplayer lan 1 Answer

Unity Networking, connecting to sever problems :( 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges