• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=sarge997;45701831]I really urge you to try and get the cash, I had to do that when it was full price, and it's sorta a bitch. But it's worth it.[/QUOTE] Do you by any chance know for how long is it going to be 50% off?
Well, according to [URL="http://forum.unity3d.com/threads/released-bolt-the-new-generation-of-networking-solution-for-unity.248912/page-9"]this[/URL] Not long.. Like within 8 hours is my guess. [I]However... I have a special purchase link that *to my knowledge* is 50% off, forever.[/I] So if you can't get the cash by tomorrow and you're still interested, PM me.
Tutorials for Bolt are off right now... Well that sucks lol. Was hoping to do some work on it tonight.
[QUOTE=Handsome Matt;45703077]No I just really think a bunch of the posts here are dumb; BoowmanTech asking the most simple questions all the damn time, just learn to figure out something for yourself for once. I also think Bolt is really inefficient at networking and don't understand why you guys have such hard ons for it?[/QUOTE] I'd like to know why you think Bolt is so inefficient.
I'm trying to make nameplates for players now, yet it doesn't seem to show up for each player. name = "Bob"; and the "names" array is a list of multiple names. [code] private void InputNameChange() { if (Input.GetKeyDown(KeyCode.E)) { ChangeNameTo(names[Random.Range (0, names.Length)]); } } [RPC] void ChangeNameTo(string name) { localName = name; if (networkView.isMine) { networkView.RPC("ChangeNameTo", RPCMode.OthersBuffered, name); } } void OnGUI() { // Place the name plate where the gameObject (player prefab) is namePlatePos = Camera.main.WorldToScreenPoint(gameObject.transform.position); GUI.Label(new Rect((namePlatePos.x-50), (Screen.height - namePlatePos.y-65), 100, 50), localName, nameStyle); } [/code]
Read the docs - you can't just call the method, you have to use networkView.RPC
[QUOTE=Handsome Matt;45703191]The entire idea of replicating the Mecanim state is so misguided, players should receive about other player objects and state information, this allows each client to know when to do what, such as trigger an animation, etc. It's just such a huge waste of bandwidth.[/QUOTE] OK, so then don't. It's easy - there's a checkmark for it. I dunno what's so hard about that.
[QUOTE=sarge997;45701831]I really urge you to try and get the cash, I had to do that when it was full price, and it's sorta a bitch. But it's worth it.[/QUOTE] Even you got it discounted it's like 75% during the beta or something.
[QUOTE=Handsome Matt;45703077]No I just really think a bunch of the posts here are dumb; BoowmanTech asking the most simple questions all the damn time, just learn to figure out something for yourself for once. I also think Bolt is really inefficient at networking and don't understand why you guys have such hard ons for it?[/QUOTE] I feel sorry for you, if you feel that way. Also, Bolt is still in development. And only in Beta..
[QUOTE=Handsome Matt;45703191]The entire idea of replicating the Mecanim state is so misguided, players should receive about other player objects and state information, this allows each client to know when to do what, such as trigger an animation, etc. It's just such a huge waste of bandwidth.[/QUOTE] The creator knows exactly what he is doing, it doesn't just mindlessly copy useless data and it compresses data where it can, hell if you don't like how it's implemented you can just do it yourself with the other tools available with bolt super easily.
Working on my AI system. I've determined that I'll go for a sort of hybrid - I'll use Unity's navigation system for pathfinding, but I'll use a waypoint system for determining where to go. [IMG]http://media.indiedb.com/images/games/1/34/33982/CoverNodes.png[/IMG] In the above screenshot I've auto-generated a grid of nodes, and the ones with icons are those which have been deemed potential cover points. There's a bunch of nodes which are NOT shown, and those are used for everything else (where to move to in order to get line of sight to the player, where to throw grenades, etc) EDIT: By the way, it's worth noting that some of the nodes are pretty far from the walls, and some of them aren't even next to walls, which is fine because my game doesn't have any actual cover mechanics, so as far as the AI is concerned "cover points" are just places they can stand to not be bothered by those pesky bullets.
Bolt is good, I got access to the GitHub which helps cause I can fix things myself if I need to.
Quick questions, is Time.timeScale shared between scenes? For example if in Scene 2 I set Time.timeScale to 0 will it still be 0 in Scene 1? PS:I think it is because setting it back to 1 fixed my problem but I just want to be 100% sure.
There's an easy way for you to test :)
[QUOTE=kurozael;45709756]Bolt is good, I got access to the GitHub which helps cause I can fix things myself if I need to.[/QUOTE] I just started using it today and I really like it so far. It's better than anything I could have come up with in a reasonable time anyway. Going to keep using it for a bit before I recommend it though because I'm only using it for the basics right now.
[QUOTE=KillaMaaki;45712275]There's an easy way for you to test :)[/QUOTE] The thing is that I had some problems with yield and I didn't know why it wasn't working and today I commented Time.timeScale 0 and it fixed my problem. Now I added Time.timeScale = 1 to the button that redirects me to the mainMenu scene and everything is working it is suppose to so I assume that it does keep the values between scenes but I wanted to be 100% sure.
[QUOTE=layla;45712307]I just started using it today and I really like it so far. It's better than anything I could have come up with in a reasonable time anyway. Going to keep using it for a bit before I recommend it though because I'm only using it for the basics right now.[/QUOTE] Well there you have it.. layla approves. So Bolt is a solid 10/10 :v:
Is unity 5 still something that's a distant dream or could it show up by the end of summer?
[QUOTE=Sean C;45716540]Is unity 5 still something that's a distant dream or could it show up by the end of summer?[/QUOTE] I'm hoping end of summer, but that would probably mean either: - Releasing 4.6 basically RIGHT NOW OR - Releasing 4.6 and 5.0 at basically the same time. OR - Dropping 4.6 and jumping straight to 5.0
Well, most likely they're going to announce 4.6 at unite later this month.
I hope Unity 4.6 actually gets released during Unite 2014 since on the planning they said that they will be using the new UI tools, I seriously cannot contain all of my wants for these new tools.
I heard that 4.6 will be released no later than September and 5.0 at the end of the year. dont remember where I heard that though [editline]17th August 2014[/editline] Made a new lander model for my game: [IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-17_12-44-06.jpg[/IMG] not finished yet of course
Trying to add some buildings to dot around the environment (that aren't big buildings like the power-station or whatever). Hit on the idea of doing little "pop-up" buildings, things that would have been set up in minutes randomly around the place. Looking like this right now; [img_thumb]https://dl.dropboxusercontent.com/u/107588088/bigBuilding.png[/img_thumb] I'm going to make the blue buildings contain information and things, passwords for doors and pieces of story. Storage buildings (green) will contain batteries and big chunks of minerals. I'll have red buildings as well, but not sure what to put in them. Military stuff?
Ok so since I had an afternoon free I decided to put in quests/objectives real quick, so that the player can be directed in one way or another. [img_thumb]https://dl.dropboxusercontent.com/u/107588088/QUESTS.png[/img_thumb] [code]Name: aQuestTest DisplayName: A Test of Quests Description: A test of honor and courage. I guess. Condition: openTheDoor: bool: true: Open the bloody door Condition: pushTheButton: bool: true: Push the bloody button[/code] It's something, I suppose. It may not be the best way, but I made it so that quests (like all the other things I've done) are loaded from text files, so people can add in their own reeeeal quick via mods. The conditions are glorified PlayerPrefs, meaning that any gameobject can set them to be true/increase their value, as the case may be. Also means that I have some slight save/load functionality now.
Uh, I'm having trouble disconnecting clients. If I say, I've got a button (Quit), and when a player clicks it, he gets disconnected from the server. I've google'd a ton, but nothing has come up handy for me (Might be because I'm too stupid to understand it).
If you want to disconnect a player from the serverside call Network.CloseConnection If you want to disconnect the player from that player's client, call Network.Disconnect
Well, Network.CloseConnection requires a argument, and I have absolutely no idea how I can get the player.
Is there a particular player you want to disconnect? Like, by name, or...?
By name
So then where/how is the player's name stored?
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