• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=KillaMaaki;45818846]Which machines trigger these events? (client / server)?[/QUOTE] If the server instantiates a bomb, no errors occur. If a client instantiates a bomb, once it gets destroyed, it gets destroyed on the SERVER and OTHER clients, but not the client that created it. Also, I just got back, so I'm trying some of the stuff you guys said above.
Now, when you say "client instantiates a bomb", is the client calling BoltNetwork.Instantiate, or is the client raising an event which is handled on the server which instantiates the bomb?
I had it setup both ways, but they basically had the same effect.
Well, I'm stumped. It's a little embarrassing, but I just can't get Bolt working in a new project. Here's my movement code: [code] public void Tick( float deltaTime ) { transform.position += getDesiredMoveDirection( deltaTime ) * deltaTime; } private Vector3 getDesiredMoveDirection( float deltaTime ) { return new Vector3( InputMoveDirection.x, 0f, InputMoveDirection.y ) * MoveSpeed; } [/code] And here's my SimulateController/ExecuteCommand functions: [code] public override void SimulateController() { input.PollInput(); // first, gather input Vector2 inputMoveDirection = input.InputMoveDirection; bool inputJump = input.InputJump; // then, raise player command PlayerNetCommand cmd = BoltFactory.NewCommand<PlayerNetCommand>(); cmd.input.inputMoveDirection = inputMoveDirection; cmd.input.inputJump = inputJump; boltEntity.QueueCommand( cmd ); input.ClearInput(); } public override void ExecuteCommand( BoltCommand cmd, bool resetState ) { PlayerNetCommand playerCmd = cmd as PlayerNetCommand; if( resetState ) { transform.position = playerCmd.state.position; motor.Velocity = playerCmd.state.velocity; motor.IsGrounded = playerCmd.state.grounded; } else { motor.InputMoveDirection = playerCmd.input.inputMoveDirection; motor.InputJump = playerCmd.input.inputJump; motor.Tick( BoltNetwork.frameDeltaTime ); playerCmd.state.position = transform.position; playerCmd.state.velocity = motor.Velocity; playerCmd.state.grounded = motor.IsGrounded; } } [/code] And the movement is super jittery. I checked, and on the client [I]resetState[/I] is basically true every single time. I just don't understand... I slightly modified Bolt, but I don't think I touched really any of the internal classes. Gah, I had this working in another project >.< EDIT: OK, not every time, but most of the time... EDIT 2: After sticking in some debug logs, here's what I see: Reset state Tick Reset state Tick Reset state ... and so on. So every other ExecuteCommand is passed resetState = true. And so the plot thickens. EDIT 3: Issue persists after re-downloading and re-compiling Bolt. So it's not any changes I've made...
Really nooby question incoming. How do I install the latest Github version of Bolt? :v:
Step 1: Download as ZIP Step 2: Unzip Step 3: Locate bolt-master/src/bolt.unity/Assets/bolt Step 4: Add "assemblies" folder Step 5: In "assemblies", add folders "editor" and "udpkit" (these are required so that the build process doesn't bark at you) Step 6: In the root, find Build.bat and run that. Then you have your bolt installation in bolt-master/src/bolt.unity/Assets/bolt, copy that over to Unity and then do the Bolt/Compile menu command.
When you say, Add "assemblies" folder, you mean create a new folder right? And when I run the Build.bat, it hangs for a moment, then gives an error before closing.
Right-click Build.bat, edit. Add another line to it. Should look like this: [code] .\FAKE\tools\Fake.exe Build.fsx PAUSE [/code] Now run it again. This time it won't close, instead waiting for you to press a key. Should give you time to view the error message (or screenshot it)
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/DemoScreenshot_04.png[/img_thumb] Oh look, second half of the demo in progress.
Edit* Fixed.
Time for sanity checking... Next to Build.bat should be the FAKE folder. Inside that is a "tools" folder. Inside that should be "FakeLib.dll" Try verifying that all of those exist where they should. EDIT: Oh, huh. Didn't think anything of it till you mentioned it...
GUESS WHO FIXED A TOTAL BITCH OF A PROBLEM. [B]THIS FUCKIN GUY RIGHT HERE.[/B] [IMG]http://i.imgur.com/zg83kIN.jpg[/IMG] [B][I] YEAAAAAAAGHHHHH! [/I]Edit* [/B]To KillaMaaki I want to give you my thanks for being awesome and helping out a ton.
nice piggy model
What would be the best way to manage levels in a small 2d game? Would it be best to have a json file per level and somehow parse it when the game scene loads, or have a scene per level?
That depends. With one scene per level you can easily make levels in Unity editor. But if you choose to parse external files, you have to write level editor and parser. But later you can release your editor, so that players can create custom maps for your game.
Anyone know a way to draw a GUI on a 3D object? I saw stuff about RenderTextures but that is Pro only. I'm currently using Unity free.
Well you could probably get away with it by using a world space canvas UI, if you're using Unity 4.6 beta. Create the canvas in space and parent it to the object. This should be helpful for your cause: [url]https://www.youtube.com/watch?v=Mzt1rEEdeOI[/url]
Attempting to make a 100% rigidbody-based first person controller. Should I be using AddForce to move the character or set the rigidbody's velocity directly? I want to use AddForce, but I can't seem to find a way to deaccelerate the rigidbody after movement. My character just kind of glides across the room. Could anyone help me with this? :c Nevermind! Really high drag solves the issue.
Can someone give me a quick overview on how to set up a bolt project? I just upgraded to the new version and the setup is way different.
[QUOTE=cam64DD;45829824]Attempting to make a 100% rigidbody-based first person controller. Should I be using AddForce to move the character or set the rigidbody's velocity directly? I want to use AddForce, but I can't seem to find a way to deaccelerate the rigidbody after movement. My character just kind of glides across the room. Could anyone help me with this? :c Nevermind! Really high drag solves the issue.[/QUOTE] Have you tried setting the velocity to move around? It's what i have used but for a 2D character and it doesn't have the sliding issue. Also, the new first person controller made by unity is also fully rigidbody based. you can find it in this package: [url]https://www.assetstore.unity3d.com/en/#!/content/14474[/url]
What is generally seen as the best 'getting started' guide by you guys? I'm interested in picking up Unity.
[QUOTE=Recurracy;45833358]What is generally seen as the best 'getting started' guide by you guys? I'm interested in picking up Unity.[/QUOTE] The official stuff. [url]http://unity3d.com/learn/documentation[/url] [editline]29th August 2014[/editline] Though I haven't used them, I just tinkered with it till I learned it.
Hello, does anyone have good links / source for decals? I specifically need "nature" decals for moss, dirt, and organic stuff. I need just some really good decals (I prefer free ofcourse, but if you know some really food unity package for $$$, post it nonetheless) [QUOTE=reevezy67;45833939]The official stuff. [url]http://unity3d.com/learn/documentation[/url] [editline]29th August 2014[/editline] Though I haven't used them, I just tinkered with it till I learned it.[/QUOTE] Me too. But it can bite you in the ass. Well it did me because I missed some obvious stuff.
[QUOTE=reevezy67;45832658]Can someone give me a quick overview on how to set up a bolt project? I just upgraded to the new version and the setup is way different.[/QUOTE] Use this. [url]http://www.boltengine.com/Tutorial_v0214.aspx[/url] It's still not finished, but it's a lot more updated then the old tutorial.
Thats the link I was looking for! It was posted in IRC but I couldn't find it and fholm was offline, thanks. [editline]29th August 2014[/editline] [QUOTE=Fourier;45833969] Me too. But it can bite you in the ass. Well it did me because I missed some obvious stuff.[/QUOTE] After a month or two it stops biting you in the ass, I've been using Unity for nearly three years now.
Did anyone have this issue with bolt? Maybe something went wrong when compiling it, but I can't find out whats wrong. [t]http://puu.sh/bcPWK/03b6b2dca0.png[/t]
Everytime I search Google for decals, all I find is stickers for home wall.. what the hell. What keyword should I use to find specifically decals designed for game engines?
decal sprite <thing you want> works pretty well for me (if i need them :p) Any specific ones you need?
To anyone starting a new project, you might as well just wait. Fholm is going to be releasing a new build in .unitypackage format soon and apparently it's going take a lot of items off the checklist sometime in the near future.
Most if not all the changes are on the Github already.
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