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Messages - bloodwalker

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1
TNet 3 Support / Re: Starting New Server in Game
« on: September 23, 2014, 09:42:35 PM »
On a side note.

On Android this error does not happen

2
TNet 3 Support / Re: Starting New Server in Game
« on: September 23, 2014, 07:30:43 PM »
Hello.

We changed to TNServerInstance and it works fine on Editor, but when used on iOS the game crashes just on stopping the server

we call first TNManaget.Disconnect() and wait for OnNetworkDisconnect() event to trigger to call TNServerInstance.Stop(). Right on that line. The game crashes.

  1. public void OnNetworkDisconnect()
  2. {
  3.      Debug.Log("Before Stop");
  4.      TNServerInstance.Stop();
  5.      Debug.Log("After Stop"); //This line never shows up when the app on iOS crashes
  6. }
  7.  

3
TNet 3 Support / Re: Starting New Server in Game
« on: September 19, 2014, 06:16:07 PM »
We are not using TNServerInstance but a script that creates a GameServer for LAN only and manages connections to it.

When we create and destroy, we use the Stop() method and wait for full disconnections to go to a scene where it gets created. When it tries to get created again either I get a timeout or it gets created but no one can connect. 

When we keep our own GameServer Static, we simply disconnect so it can be reused again. The server listens to connections, but we can't connect.

4
TNet 3 Support / Re: Starting New Server in Game
« on: September 17, 2014, 08:19:59 PM »
Hello.

I am having a similar problem. One of the players creates a server for LAN only and other players can connect easily just once. However, when the player that creates the server disconnects and closes server while in game (other players quit first) and goes back to the first scene where the server can be created again, I cannot create it, I get a message like this

192.168.1.10:5127 timeout

Another option was to keep the server in a static variable in a game object that is never destroyed, since the player is going to host many times, and stopping starting on and off didn't seem normal, I disconnect and go back to the first scene and then I can't connect. I don't get an error message... it just stays trying to connect

5
TNet 3 Support / Re: Networking Physics Discussion
« on: November 26, 2013, 08:03:50 PM »
Hello.

I am working on an arcade soccer game in Unity that Uses TNet for networking and so far so good. The only issue I have right now is how to get a ball that is moved by physics move the same way on both clients. All other elements move flawlessly but the ball that is ruled by physics does not work like I wanted.

Is there a simple solution for this issue without coding physics on the server side)?

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