[QUOTE=Pelf;43186499]Networking!
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-12/2013-12-14_22-09-18.png[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-12/2013-12-14_22-09-32.png[/t][/QUOTE]
I love the hunt for gray october
also my friend is trying to into unity
[IMG]http://i.imgur.com/BrQBSDC.png[/IMG]
My first attempt at making a game (and programming in a language that isn't Lua).
[img]http://i.imgur.com/rDj3L2m.jpg[/img]
[img]http://i.imgur.com/iLHicxQ.jpg[/img]
The point of the game should be pretty self-explanatory. The ball is controlled with the device's accelerometer. Right now I'm working on an ingame level editor that will allow people to upload their own levels and have other people beat them.
[QUOTE=secundus;43188269]Authoritative or non-authoritative?[/QUOTE]
non-authoritative
Does anyone here have experience with ports and routers and firewalls and port forwarding and stuff and want to help me test my game? It works over LAN but I can't seem to open the port so it doesn't work over the internet.
[url]http://www.portforward.com[/url]
[t]http://i.imgur.com/TUFwBvL.png[/t]
main menu type thing
no gui yet don't hate
[QUOTE=garry;43179854]Had a play with dynamic cubemaps
[vid]https://dl.dropboxusercontent.com/u/3590255/OBS/obs_output_%20%2809%29.mp4[/vid][/QUOTE]
Doesn't this require Unity Pro by any chances? I tried making a baked cube map, and ended up making a niffy generator to build one. (Still a few problems tho)
Also, something I did prior a few minutes with photoshop and codes.
[unity]https://dl.dropboxusercontent.com/u/10242817/CoolController/CoolController.unity3d[/unity]
Yeah it does I think.
[QUOTE=Saccn;43189924]My first attempt at making a game (and programming in a language that isn't Lua).
[images]
The point of the game should be pretty self-explanatory. The ball is controlled with the device's accelerometer. Right now I'm working on an ingame level editor that will allow people to upload their own levels and have other people beat them.[/QUOTE]
That looks like a lot of fun!
[QUOTE=Skibur;43206131]Doesn't this require Unity Pro by any chances? I tried making a baked cube map, and ended up making a niffy generator to build one. (Still a few problems tho)
[/QUOTE]
Yes, it uses render targets which are pro only.
So Autodesk finally released Scaleform Unity Integration for most platforms (PC, Mac, iOS, Android).
Each platform license costs $300.
[QUOTE=secundus;43231624]So Autodesk finally released Scaleform Unity Integration for most platforms (PC, Mac, iOS, Android).
Each platform license costs $300.[/QUOTE]
Scaleform has been out for a while through Autodesk's site for a while. Unless you can use Flash well don't bother with it, there are loads of other UI solutions that let you work faster and don't require you owning Flash too. Also, $300 per platform is a huge step up in price from what they we're asking through their store, I only paid $300 and got every platform included.
Mannnn I love doing my job...
Smoke grenade are fun as hell.
[unity]https://dl.dropboxusercontent.com/u/10242817/SmokeGrenade/SmokeGrenade.unity3d[/unity]
It looks good, however, when the smoke pops, you need to apply a bit of force to the grenade.
started adding sounds.
[video=youtube;eKf2jYWqpMU]http://www.youtube.com/watch?v=eKf2jYWqpMU[/video]
[QUOTE=Pelf;43237502]started adding sounds.
[video=youtube;eKf2jYWqpMU]http://www.youtube.com/watch?v=eKf2jYWqpMU[/video][/QUOTE]
I was kinda expecting the default gmod thruster sound. :v:
[QUOTE=Pelf;40259679]
6. Any plugins you wouldn't be able to live without?
I've never used any plugins that aren't included with Unity. Are there any I should use that are free?[/QUOTE]
Could checkout iTween
[url]http://itween.pixelplacement.com/index.php[/url]
[QUOTE=LuaChobo;43260108]get it[/QUOTE]
Don't forget to checkout their ProGrids too, is only about $15 and perfect for ProBuilder :)
Could someone load up this networking test and connect to IP 24.238.42.9 [url]https://dl.dropboxusercontent.com/u/13781308/Unity/Sample%20Networking%20Project/Sample%20Networking%20Project.html[/url]
Testing out port forwarding on my router.
[editline]21st December 2013[/editline]
Ok, at least 2 people connected. Pretty sure it's working now. Shut down the server. Thanks [img]http://www.facepunch.com/fp/ratings/heart.png[/img]
[editline]21st December 2013[/editline]
I have a problem with my networking test project. I have this code:
[code] void OnGUI()
{
if ( Network.peerType == NetworkPeerType.Server )
{
if ( GUI.Button( new Rect( 10, 70, 100, 20 ), "Back to Lobby" ) )
{
Debug.Log( "Button Press: Back to Lobby" );
networkView.RPC( "ReturnToLobby", RPCMode.All );
}
}
}[/code]
The RPC function it calls is this:
[code] [RPC]
IEnumerator ReturnToLobby()
{
Debug.Log( "Load Lobby" );
// Stop Data Sending
Network.SetSendingEnabled( 0, false );
Network.isMessageQueueRunning = false;
// Load the lobby
Application.LoadLevel( "GameLobby" );
// Wait for some time
yield return new WaitForEndOfFrame();
yield return new WaitForEndOfFrame();
// Start Data Sending Again
Network.isMessageQueueRunning = true;
Network.SetSendingEnabled( 0, true );
yield break;
}[/code]
I have this same RPC function on another script (different scene and level that loads) and that one works fine. This one doesn't though. The [I]"Button Press: Back to Lobby"[/I] displays when the button is clicked but nothing happens after that. I don't think the RPC is even being called.
This is the gameobject that has the script attached:
[img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-12/2013-12-21_12-36-26.png[/img]
The console doesn't spit out any errors so I don't really understand why the RPC won't get called.
I completely recoded the scene changing stuff and now it works, at least for the server. Now though, I can't connect to myself on the same machine. The server works but the client just gives the error "The connection request to 127.0.0.1:25001 failed. Are you sure the server can be connected to?"
Any ideas what might be causing this?
[editline]21st December 2013[/editline]
Network.Connect returns [I]NetworkConnectionError.NoError
[/I][editline]21st December 2013[/editline]
And I have no trouble pinging the same machine.
[editline]21st December 2013[/editline]
And it's set to run in the background.
It just doesn't make sense. It worked fine until a changed around the level loading code but I didn't touch network connection code when I was doing that.
[editline]21st December 2013[/editline]
Can someone load muttiple instances of this game: [url]https://dl.dropboxusercontent.com/u/13781308/Unity/Sample%20Networking%20Project/Sample%20Networking%20Project.html[/url]
... and try and connect to IP 127.0.0.1 (local machine)? It would help to know if this is a problem with my machine/network or some part of the code
[QUOTE=Pelf;43265584]I completely recoded the scene changing stuff and now it works, at least for the server. Now though, I can't connect to myself on the same machine. The server works but the client just gives the error "The connection request to 127.0.0.1:25001 failed. Are you sure the server can be connected to?"
Any ideas what might be causing this?
[editline]21st December 2013[/editline]
Network.Connect returns [I]NetworkConnectionError.NoError
[/I][editline]21st December 2013[/editline]
And I have no trouble pinging the same machine.
[editline]21st December 2013[/editline]
And it's set to run in the background.
It just doesn't make sense. It worked fine until a changed around the level loading code but I didn't touch network connection code when I was doing that.
[editline]21st December 2013[/editline]
Can someone load muttiple instances of this game: [url]https://dl.dropboxusercontent.com/u/13781308/Unity/Sample%20Networking%20Project/Sample%20Networking%20Project.html[/url]
... and try and connect to IP 127.0.0.1 (local machine)? It would help to know if this is a problem with my machine/network or some part of the code[/QUOTE]
Fails to connect.
[QUOTE=Pelf;43265584]I completely recoded the scene changing stuff and now it works, at least for the server. Now though, I can't connect to myself on the same machine. The server works but the client just gives the error "The connection request to 127.0.0.1:25001 failed. Are you sure the server can be connected to?"
Any ideas what might be causing this?
[editline]21st December 2013[/editline]
Network.Connect returns [I]NetworkConnectionError.NoError
[/I][editline]21st December 2013[/editline]
And I have no trouble pinging the same machine.
[editline]21st December 2013[/editline]
And it's set to run in the background.
It just doesn't make sense. It worked fine until a changed around the level loading code but I didn't touch network connection code when I was doing that.
[editline]21st December 2013[/editline]
Can someone load muttiple instances of this game: [url]https://dl.dropboxusercontent.com/u/13781308/Unity/Sample%20Networking%20Project/Sample%20Networking%20Project.html[/url]
... and try and connect to IP 127.0.0.1 (local machine)? It would help to know if this is a problem with my machine/network or some part of the code[/QUOTE]
Can't connect either.
Does it work in Unity Editor? If it does work, make sure that when you export the web game isn't a offline development.
Did you guys try connecting to a server you started on the same machine? That would mean I horribly broke something when fixing level loading, even though I didn't touch the client connection code. Thanks for your help.
[editline]22nd December 2013[/editline]
Well shit, I just got it. The way I was starting and connecting to servers probably made the client connect or the server initialize before receiving all of the necessary info like password, port, ip, max players, etc.
Can [I]Start()[/I] be a coroutine?
First off fantastic game played far to many hours this weekend. Tooling around the game was a trip for me being a Unity developer for over 5 years I recognized several of the assets and mono behaviors being used the Michael O was strong with this one. That being said I was curious what you are using for the networking and dead reckoning in the game? Are you using a package like Photon or Badumna or is it custom code? Also before anyone roasts me yes I did search the forums for a post on this. Cheers and thanks in advance.
[QUOTE=The Ebb;43284943]First off fantastic game played far to many hours this weekend. Tooling around the game was a trip for me being a Unity developer for over 5 years I recognized several of the assets and mono behaviors being used the Michael O was strong with this one. That being said I was curious what you are using for the networking and dead reckoning in the game? Are you using a package like Photon or Badumna or is is custom code? Also before anyone roasts me yes I did search the forums for a post on this. Cheers and thanks in advance.[/QUOTE]
What game are you talking about? Rust?
[QUOTE=Pelf;43285074]What game are you talking about? Rust?[/QUOTE]
Rust yes sorry it escaped me that this was the Facepunch forum not just for Rust.
Pretty sure it uses uLink but I can't confirm
[QUOTE=Pelf;43285163]Pretty sure it uses uLink but I can't confirm[/QUOTE]
I can confirm, it does use uLink - unless the libraries for it are included but not used.
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