I know im late to this but i have a question. when the host closes the game the clients will be disbanded like it should but when a client tries making a server the button doesnt do anything. How can i fix this?
Hi Zyger! I really like your videos and you are insanse. Would you like to make longer videos whee you explain steameorks basics? It would be very helpful and we would appreciate it
There are methods. I'd recommend using the normal mirror way to leave lobbies. I'm pretty sure there's documentation about it on mirror. But at some point I might add it in a tutorial. Maybe like an extra things tutorial.
If anyone is having the error: "Disconnecting connId=0 to prevent exploits from an Exception in MessageHandler: NullReferenceException Object reference not set to an instance of an object." Make sure to set localPlayerController to the PlayerObjectController prefab in LobbyController script inside the Lobby Controller game object in the Lobby Scene.
So i got it working and tested it with my friend. Only issue is, if he presses and then unready again, the "start game" button doesn't become uninteractable again. Any ideas how to resolve this?
@@ZygerGFX Quote from the Mirror's doc: "Note that Mirror's Room system is not designed to allow late joiners / spectators once the game has started." mirror-networking.gitbook.io/docs/examples/room
It means that after the game started, other players can't join the game. That's the problem. I talked to people in Mirror and they told me to use Multiple Additive Scenes if I want this feature. But I don't understand how to implement this. It's not well documented. Maybe you would be interested in covering this topic?
@@XboxPlayerPL I've personally not explored the topic myself. but I've made a game before that will start and users can join just fine even if they weren't in the lobby prior. only issue is that the lobby is what generates the players and gives them all the steam data. So unfortunately if your planning on using steam stuff like I am here this wont be possible. But mirror on itself should be fine.
So I don't know what I'm doing wrong, but I have to LobbyController.instance.updatePlayerList(); Always set in the PlayerObjectController and not only on the client, otherwise it doesn't work for me. The value is set correctly but the gui does not update when I do not execute this.
watch the firstly video where i go over how to test the game. eventually you will want to publish on steam though right ? since thats how others will be able to play your game.
These tutorials are cool, but comming from a C++ background some things you are doing just annoys me, for example the check if All ready function could be made to a bool function and handled in update button.
yes that's true but there's a few reasons why I didn't do that. Firstly this is mainly a tutorial for beginners so I tries to make it as simple as possible. Secondly by doing that I would have to change the system in which I am sending the data to all clients /server which once again not an issue but it makes it harder for people to follow. Also if I were to make my own multiplayer game I would definitely change a lot of things. thanks for the suggestion though.