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.