July
31
2015
New UNET start types in auto machines, start tagged machines on the server and other new features, changes and fixes.
Download the latest version of Makinom here – or get the latest version in the Unity® Asset Store.
See the how-to on the multiplayer/networking basics for getting started with UNET.
New
- Networking Settings
‘Max Server Connections’ setting available.
Defines the maximum allowed connections to the server. - Auto Machines: Start Settings
‘Network Destroy’ UNET start type available.
Use this start type when a game object is destroyed through the server.
Requires a ‘Network Forward’ component attached to the game object to receive network callbacks. - Auto Machines: Start Settings
‘Start Authority’ UNET start type available.
Similar to ‘Start’, but only started when the game object has authority.
Requires a ‘Network Forward’ component attached to the game object to receive network callbacks. - Auto Machines: Start Settings
‘Start Client’ UNET start type available.
Similar to ‘Start’, but only started on a client.
Requires a ‘Network Forward’ component attached to the game object to receive network callbacks. - Auto Machines: Start Settings
‘Start Local Player’ UNET start type available.
Similar to ‘Start’, but only started when the game object is the local player.
Requires a ‘Network Forward’ component attached to the game object to receive network callbacks. - Auto Machines
‘Start Server’ UNET start type available.
Similar to ‘Start’, but only started on a server.
Requires a ‘Network Forward’ component attached to the game object to receive network callbacks. - Animation State Machines: Start Settings
‘Networking Conditions’ settings available.
Optionally check the machine object for UNET conditions (e.g. if the machine object is the local player) or if server or client are active. - Schematic Nodes: Start Tagged Machine
‘Network Start’ setting available.
Optionally starts tagged machines on the server.
All used machine objects and starting objects must have a ‘NetworkIdentity’ component attached and must be spawned by the server. - Schematic Nodes: Disconnect All Clients
‘Disconnect All Clients’ node available in ‘Networking > Server’ nodes.
Disconnects all clients currently connected to the UNET server. - Schematic Nodes: Check Network Active
‘Check Network Active’ node available in ‘Networking > Networking’ nodes.
Checks if server or client are active. - Schematic Nodes: Check Network Object
‘Check Network Object’ node available in ‘Networking > Networking’ nodes.
Checks a game object for UNET networking conditions.
Changes
- Schematic Nodes: Stop Server
‘Stop Server’ can now also be called on clients connected to the server.
Fixes
- HUDs
Fixed an issue with HUD element positioning relative to other HUD elements when using the new UI.