Comments (2)
Files of Note:
ConnectionManager.cs has the landiscovery event code
GameManager has my copy of the MultiplayerMenu client/host code
MatchMenuManager has the disconnect code in returnToTitle()
from forgenetworkingremastered.
I'm going to close this. If you still have issues, please let me know @theWill. We can re-open this ticket
from forgenetworkingremastered.
Related Issues (20)
- Null reference exception in lobby scene HOT 2
- NAT Server not functioning properly. HOT 1
- [wiki] Basic Authentication possible fix HOT 6
- Players will not see already joined players when connecting to lobby system HOT 7
- Client loading Scene even though automaticScenes is false HOT 1
- Windows Stand Alone Player returns null reference when you instantiate in Scene 0 HOT 3
- Client in the objectCreated handler, getting a null AttachedBehavior HOT 1
- ForgeNetworkingCommon.dll not found to build StandAloneServer HOT 1
- Unity 2019.3.15 IL2CPP Build Error!
- SSL/TLS/Encryption support for TCP/UDP servers
- BeardedMath.Lerp appears incorrect for generic types
- Forge Networking Alloy networking code cannot be used without Unity due to (unused) import
- Heads up: ConcurrentQueue.TryDequeue hides member in (at least) .NET 5.0
- Consider adding relevant network object to RpcArgs HOT 2
- STEAMWORKS define symbol causes bugs HOT 1
- RPCs broken at higher pings HOT 2
- NetworkerStatistics.BandwidthInOut BREAKS at High Ping!
- No connection on iOS 14
- Wiki Documentation feedback HOT 1
- Unstable Packets (all 4 bugs which make Forge unfitting for serious projects)
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