I have made a test project using Network Manager, and unity multiplayer service. It works perfectly on PC, but android device does not see list of servers.
After couple of hours searching internet, all I have found is that I have to supply Unet ID. I have found the ID in the Unity Dashboard, but.. what the hell do I do with it now? There is a ton of abandoned questions & threads all over the internet, and no answer. Help?
Unfortunatly, uNet is now deprecated, and was never really fully supported/working.
It is strongly advised to look for other solutions especially if you need matchmaking. I would recommand photon:
there is a new version that just came out: https://assetstore.unity.com/packages/tools/network/pun-2-free-119922
or you have the old version: https://assetstore.unity.com/packages/tools/network/photon-unity-networking-classic-free-1786
Related
I've been searching the internet for a couple of hours and couldn't find anything related. So far, I just found that the GitHub project is archived. Also, there are several posts about the rebranding made in 2018, but none mention that they will stop working on it. They are even keeping the old React VR Docs.
So, what happened to it?
It seems like this is the case. You can see all of the currently supported development technologies here. Two of these are Unity and Unreal. Just click on the computer icon to see the other technologies. I looked through all of the options and did not see React mentioned anywhere.
Sign In with google through Playfab doesn't seem to work anymore after their (Google) Unity-plugin Update.
Playfab's Tutorial:
(https://learn.microsoft.com/en-us/gaming/playfab/features/authentication/platform-specific-authentication/google-sign-in-unity).
The tutorials Playfab provided uses classes which doesn't exist anymore like
"PlayGamesClientConfiguration" Class.
The login With google function provided from Playfab plug-in needs ServerAuthCode as an arrgument, which used to be got from this function "PlayGamesPlatform.Instance.GetServerAuthCode()" which doesn't exist anymore.
So, do you have an idea how to do it given that their tutorials (Playfab login with google in Unity) is obselete now?
I did the implementation and is working fine, but I used this package, not the latest one, is a previous version: https://github.com/playgameservices/play-games-plugin-for-unity/tree/v10/current-build
The Unity Package that appear in the Microsoft documentation have a lot of changes that create conflict with the tutorial.
For me is working for both platforms Android and iOS, if you have any problems, let me know.
I met Playfab years ago, when I was looking for a multiplayer service that would allow me to provide as many features as possible to my game such as rankings, data cloud saves, authentication, etc.
After a while I chose to use PUN 2 together with Firebase instead.
PUN 2 is a multiplayer service, which is now not the subject of the question.
I would recommend that you study Firebase, because it has tons of very powerful services, many for free or at a fraction of the cost, and with much greater fame and support than Playfab from what I have seen.
In summary, clear Playfab for authentication and use Firebase Auth. You can include sign in with Google, Apple, Microsoft, GitHub, email and password, anonymous etc.
Then it has an efficient password reset and email verification system.
I know if you have a project up and running it can be tedious to switch plugins, but Firebase has so many benefits that I think it's your best bet.
if you think my answer helped you, you can mark it as accepted. I would very much appreciate it :)
Can we create an augmented reality desktop application using unity which can convert all images from a school textbook into 3D objects. ? If yes, then what will be the procedure and what other tools do we need. ? It is our final year project and we really need help in this.
If watermark will not be an issue than you can use Vuforia library.
https://developer.vuforia.com/
It has nice unity integration and you can archive what you are up to in almost no time :). But it is not supporting desktop build out of the box, but below you have alternative libraries that do:
http://artoolkit.org/download-artoolkit-sdk#unity
http://www.easyar.com/view/download.html
I can't say how good they are because I have never used them.
You can try artoolkit, stable and simple. Easyar is good but a little young.
I recommend using ARToolKit. You can target OSX, Windows and Linux if you need to. Also using the Unity plugin it should be easy for you to get started.
And if you decide to go on mobile later it also has support for iOS and Android.
http://artoolkit.org/download-artoolkit-sdk
(Scroll down for Unity version)
Edit:
They also have an active forum where you can ask questions and find help if you have the need:
http://artoolkit.org/community/forums/
Best
With the end of the PSM program ending, how does one Sony plan to support development of games in Unity for the Vita? Do I apply to the regular development program? Is it still as open/simple? Can I still use a retail Vita to test?
What do I do?
I am afraid you will not be able to use the regular retail kits even as test devices. There is a connection process between PSM developer key and your PS Vita which will no longer work after May 31st.
If at all possible you will want to get your hands on a development kit for PS3/PS3/PS Vita - this will allow you to use Unity on these platforms. Please note that Unity will require authorisation from Sony before releasing their plugin for Unity that allows you to target Sony platforms.
Technically this is wrong as you can install Testkit modules to vs0 on a Modified 3.60+ Retail unit, all you need is a "CEX/DEX" Converter, there are a few, then you need plugins from Autoplugin homebrew, that will contain plugins that allow to reactivate PSM and decryption of Psm applications, there are a couple other related changes but all will be clear if you look for it on the Autoplugin.vpk / github / modding forums, also Twitter developers do a lot of great work for the scene! Sony can have all the backing for official Sdk development they want it wont stop developers from doing there thing! :) practice is everything!
There are also leaked keys for unity PS modules, but this is best with official resources etc it probably could produce issues
I have been programming in Microsoft Dot net for the past 4 years. Now, I want to develop an iPhone application. I have no idea where to start. I do not know anything about MAC OSX or any other Apple "words":). Searches on the google about books and online articles fetch a lot of results which is confusing. It would be great if anybody can share their beginner's experience. Thank You.
I've learn all about iPhone programming with this great book: Beginning iPhone 3 Development.
I found it surprisingly easy to pick up. The Apple dev center includes a lot of sample code, and because it's the programming language du jour, there's a lot of forum links and StackOverflow questions about it, as well as plenty of people looking to answer new questions.
It's pretty satisfying to do too, if you've never done mobile development before.
Get yourself a machine and download XCode, the supplied Apple IDE. It's a bit lamer than Eclipse right now, but the new version which is on the verge of release looks much better. Grab yourself access to the developer center (which is worth the investment) and build a simple App or two. Get to know Interface Builder first, because you may not have worked with things like this before.
There are some idiosyncracies in the syntax and whatnot, but you get used to it pretty fast. And then come here and ask more questions. :)
I just ran through this tutorial to get familiar with XCode and Interface Builder.
Then joining a local group about it should be helpful - I'm a member of the Iphone London Users Group and chats with other developers is the most useful tool I have to find out how to do things.