Sorry for asking such a dumb question. Maybe I'm missing my mistake as I'm still new to OOP.
But how come I cannot access ClassB variables and functions from ClassA?
[img]http://puu.sh/ao6NH/07d00d1471.png[/img]
[img]http://puu.sh/ao6Oz/81b16edab9.png[/img]
Because those debug.log lines aren't in a function. You have to put them inside a function, otherwise you'l get a compiler error.
EDIT: Also, for the first one, you haven't assigned wowAClass yet, so that would throw a null reference exception as well.
EDIT: Ninja :)
EDIT2: Not gay.
[QUOTE=Kidd;45478599]Sorry for asking such a dumb question. Maybe I'm missing my mistake as I'm still new to OOP.
But how come I cannot access ClassB variables and functions from ClassA?
[img]http://puu.sh/ao6NH/07d00d1471.png[/img]
[img]http://puu.sh/ao6Oz/81b16edab9.png[/img][/QUOTE]
The Debug.Log lines aren't inside a function.
[editline]23rd July 2014[/editline]
gay ninja
[QUOTE=KillaMaaki;45478617]Because those debug.log lines aren't in a function. You have to put them inside a function, otherwise you'l get a compiler error.
EDIT: Also, for the first one, you haven't assigned wowAClass yet, so that would throw a null reference exception as well.[/QUOTE]
Feel stupid for that one.
Although now that I think about it, for the first one I'm assuming you'd be assigning that in the inspector since it's a MonoBehavior.... so it may not be null.
I made this mockup to figure out why my other classes weren't working.
Same issue, I assumed I could at least see the variables and methods with intellisense even outside a function.
[QUOTE=Kidd;45478689]I assumed I could at least see the variables and methods with intellisense even outside a function.[/QUOTE]
Nope, must be inside a function or Intellisense will have the falling fits.
[editline]23rd July 2014[/editline]
Wee, my bullet impact effect pack just got accepted to the Asset Store. Now just waiting for the Fire pack to be accepted now.
[url]http://u3d.as/8xE[/url]
[QUOTE=garry;45436348]Link to asset store entry please :)[/QUOTE]
Hey Garry, Fire FX pack is up.
[url]https://www.assetstore.unity3d.com/en/#!/content/19918[/url]
Purchased :)
[B]Unity posted a new video about U5's audio.[/B]
[video=youtube;AKY6-rXJhP8]http://www.youtube.com/watch?v=AKY6-rXJhP8[/video]
Ohhh man, looking good.
Little video showing an underground area and an elevator ride (alongside some audio transitions).
[video=youtube;Yfp_DTWBXhM]http://www.youtube.com/watch?v=Yfp_DTWBXhM&list=UUlSdAOcN_dStix9yQkKXmsQ[/video]
Youtube seems to have butchered the quality ever so slightly.
Thank you Garry. Looks like you will be the sole purchaser this month ;)
Has anyone tried/heard of Bolt?
[url]http://www.boltengine.com/[/url]
Is it any good?
[QUOTE=garry;45464147]I should set up a macro for this
[vid]http://files.facepunch.com/garry/2014/July/22/1406019597.mp4[/vid][/QUOTE]
Because I do this same thing over and over again, I felt compelled to share my solution. This won't remove the comments, but once you configure your Formatting under Options, a simple CTRL+E, D will format your entire document to your choosing.
[img]http://i.imgur.com/EBg9o6I.png[/img]
[QUOTE=foszor;45490470]Because I do this same thing over and over again, I felt compelled to share my solution. This won't remove the comments, but once you configure your Formatting under Options, a simple CTRL+E, D will format your entire document to your choosing.
[IMG]http://i.imgur.com/EBg9o6I.png[/IMG][/QUOTE]
In VS2013 they changed it to CTRL+K, D for anyone that uses it.
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-07/2014-07-24_19-33-39.png[/t]
[QUOTE=Pelf;45490680]In VS2013 they changed it to CTRL+K, D for anyone that uses it.
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-07/2014-07-24_19-33-39.png[/t][/QUOTE]
It depends on the settings, I chose C# when setting it up and it's still CTRL+E, D.
[QUOTE=Tamschi;45490854]It depends on the settings, I chose C# when setting it up and it's still CTRL+E, D.[/QUOTE]
Same for C++
[QUOTE=sarge997;45488731]Has anyone tried/heard of Bolt?
[url]http://www.boltengine.com/[/url]
Is it any good?[/QUOTE]
I've talked to a bunch of people on IRC that use it including the developer.
Seems great.
Well, I'll be. I was wrong about the fire pack - there's a whole one other sale now :)
God dang. I'm so confused as what to use for networking..
I just want to be able to host local and dedicated servers, I don't like Photon because it uses cloud hosting, and unfortunately I don't understand all these different way's of hosting. But shouldn't you be able to host a server. Supply your friend with the IP and port, and have them join? That's basically what I'm looking for. But Photon uses cloud hosting, as I said.
So I'd like your guys honest opinions on the network solutions out on the asset store. And maybe post what you're using, if you're using one.
I was thinking of Bolt, but it seems unfinished, and a bit expensive, at least for me it is.
As far as player hosted server centric solutions go, you don't have many options. There's Unity Networking of course, which anybody with a good amount of experience with it knows it sucks donkey nuts.
There's TNet. It's OK, I suppose. Not much to say about it.
There's uLink. It's amazeballs, but if Bolt's expensive for you then uLink is no option at all (it will run you $800 or so!)
Then there's Bolt. It appears to be around the same price as TNet, and looks more authoritative server centric (built in support for entity rewinding, hitbox detection, clientside input prediction, etc)
There's also pure sockets, I suppose. Or something like Lidgren. Free, but lots more work involved.
So I should just go with Bolt?
[B]Buy Bolt[/B] [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]
[B]
Don't buy Bolt[/B] [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG]
[QUOTE=sarge997;45484694][B]Unity posted a new video about U5's audio.[/B]
[video=youtube;AKY6-rXJhP8]http://www.youtube.com/watch?v=AKY6-rXJhP8[/video]
Ohhh man, looking good.[/QUOTE]
Not for valve and other competitors if there's still any. After crytek went down we run the risk of a game engine monopoly if valve doesn't make source 2 competitive.
[QUOTE=OnDemand;45499175]Not for valve and other competitors if there's still any. After crytek went down we run the risk of a game engine monopoly if valve doesn't make source 2 competitive.[/QUOTE]
CryEngine has never really been a viable engine for third parties: during its 10-year lifespan, there has only been about ~30 released games ([URL="https://en.wikipedia.org/wiki/Cryengine#Games_using_CryEngine"]source[/URL]), which is nothing compared to the ~400 games made with Unreal ([URL="https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games"]source[/URL]).
[QUOTE=sarge997;45497356]So I should just go with Bolt?
[B]Buy Bolt[/B] [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]
[B]
Don't buy Bolt[/B] [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG][/QUOTE]
[B]I have decided to go with Bolt![/B]
After reading a lot of reviews, and the support and future development road map. It looks really good.
[I]With no thanks to those ratings.[/I] :v:
Hey guys,
So me and my team just created a website, and one of the things we're gonna do is periodically post free code samples on it. These could be anything from complete generic systems to useful utility scripts. They will all be 100% free, no attribution or credits required.
Our first one is an input manager a team member wrote to allow an infinite number of alternate key bindings, as well as the ability to change key bindings in game. It also has full gamepad support.
Here's the link:
[url]http://www.roadturtlegames.com/input-manager/[/url]
Some other things you can expect are simpler things like animated texture scripts, object pools, trigger suites, etc.
Hello
I would like to learn how to create randomized 2D or 3D terrain or other thing. I don't really know anything about it so if someone could supply me with some links or tutorials or online docs it would be much appreciate.