Great tutorial!! A quick suggestion for the next video could be a matchmaking system without the entering of the IP address(automatic matchmaking I believe). Would help a lot. 👍👍👍👍👍
Hi Dapper Dino, I've made this using my own custom networking udp, if you ever want to talk about this subject, I'm up for it. I enjoy making multiplayer. Have you made your input into bits yet? I just recently started getting deterministic client side physics to work, so cool.
Hello, i make a game multiplayers with PUN2 since october but only recently i accept the fact than its not optimize for what i need, action very very fast sometimes, the synchronisation its not available for which gameplay i expect. And Photon Quantum its too expensive, then my question, its what about Mirror ? about Synchronisation performance ? Better than PUN2 or not ? Thank you.
Does not work for me, controls do not get re-enabled after the countdown is ended. I have checked if the StartRound still gets called with a Debug.Log and it is. Still controls do not get possible again. I can not get it to work. Does anyone have a suggestion?
For anyone interested, I narrowed it down. The InputManager.Add gets called for each client/host connected (Mirror multiplayer). Means that for each client connected the value gets incremented by 1, so when 2 are connected its at 2. Because it only gets decremented by 1 when the round starts its value is then at 1 and controls get only enabled when it would be 0. I assume some behaviour has changed since the tutorial was made? I solved it now by simply substracting by 5 instead of 1 in the InputManager.Remove so it will be always at 0 when Remove is called. Then controls get enabled. Dont know if this will cause any issues later on but now it works.