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Messages - SketchWork

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1
NGUI 3 Support / Re: I2 Localization for NGUI
« on: September 27, 2014, 09:40:25 AM »
Hi Frank,

Thanks very much for the very detailed response.  I'll pick this up when I'm back in the office on Monday.

Justin

2
NGUI 3 Support / Re: I2 Localization for NGUI
« on: September 26, 2014, 09:19:04 AM »
Hi Frank,

Just curious.  What is the speed of the actual localisation in game?  For example, our game has masses of text that requires localisation.  Are there any performance issues at all with the look up and changing of language?

Many thanks,

Justin

3
NGUI 3 Documentation / Re: Localization system
« on: February 21, 2014, 11:54:28 AM »
CSV localization is much better - thanks for adding this.  One question though.

How expensive is calling UILocalize on every label, button, list, etc on mobile?

4
TNet 3 Support / Re: Support for Bluetooth connected devices?
« on: January 30, 2014, 06:46:04 AM »
Hi there,

Just wondering how the Bluetooth update is going?

Many thanks,

Justin

5
TNet 3 Support / Re: Support for Bluetooth connected devices?
« on: October 18, 2013, 08:39:02 AM »
Hi,

Hows TNet Dev October going?  Is Bluetooth still planned?

Thanks.

6
TNet 3 Support / Re: Public Access for Connection and Packet Timeout?
« on: August 12, 2013, 06:26:59 AM »
Thanks for adding this in the latest version.  I can now stop hacking your code on each release.

Keep up the good work,

Justin

7
Other Packages / Re: UI Starter Kit: Starlink (NGUI + TNet)
« on: June 06, 2013, 03:26:28 PM »
This sounds very interesting indeed.  I like the look at those new functions in this kit :)

8
TNet 3 Support / Re: UICheckbox multiplayer TNObject/RFC updates
« on: June 06, 2013, 04:34:21 AM »
The code in your example doesn't make any sense.  (If checked = true then checked = true)

Why not pass the checked boolean value as a parameter?

  1. void OnClick()
  2. {
  3.     TNObject tno = GetComponent<TNObject>();
  4.     tno.Send("PlayerSelected", Target.All, checkbox.isChecked);
  5.  
  6.     //networkView.RPC("PlayerSelected", RPCMode.All);
  7. }
  8.  
  9. [RFC]
  10. void PlayerSelected(bool bIsChecked)
  11. {
  12.     if (bIsChecked)
  13.     {
  14.         checkbox.isChecked = true;
  15.         gameSetupScript.playerHost = playerClass;
  16.     }
  17.     else
  18.     {
  19.         checkbox.isChecked = false;
  20.         gameSetupScript.playerHost = PlayerClass.None;
  21.     }
  22. }

9
TNet 3 Support / Re: UICheckbox multiplayer TNObject/RFC updates
« on: June 05, 2013, 12:09:24 PM »
The logic in your PlayerSelected isn't quite right.

  1. [RFC]
  2. void PlayerSelected()
  3. {
  4.     if (!checkbox.isChecked)   // <---- this line make "if not checked" like this
  5.     {
  6.         checkbox.isChecked = true;
  7.         gameSetupScript.playerHost = playerClass;
  8.     }
  9.     else
  10.     {
  11.         checkbox.isChecked = false;
  12.         gameSetupScript.playerHost = PlayerClass.None;
  13.     }
  14. }

Justin

10
TNet 3 Support / Re: Question about cross-platform networking
« on: June 05, 2013, 12:05:43 PM »
It's very easy.  One of the included examples shows you how to create a server on the machine or mobile device and then how to connect to it.

11
TNet 3 Support / Re: Anti-hacking and anti-pirating measures
« on: June 05, 2013, 09:55:43 AM »
You can either

1)  Track the user email and asset store purchase ID
2)  They purchased it directly from your site so you already know they are legit.

Justin

12
TNet 3 Support / Re: Question about cross-platform networking
« on: June 04, 2013, 04:37:34 PM »
Hi Chenoso,

This is easily accomplished.  You can add 2-5 or more players playing at the same time with iOS, Android or any other Unity supported platform.  You can even have a mixture of platforms playing the same game.

Yes, you can code it to use only the local network for testing if you wanted.

You can host the game in a few different ways.

1)  Run the server app on a PC/Mac and have your mobile devices connect to it.
2)  Code your game to create a server on the mobile device to host your game if one isn't already running on another device.

It is really up to you how you want to run with it.  It is very powerful.

Justin

13
TNet 3 Support / Re: Mecanim over Tnet
« on: June 03, 2013, 06:13:51 AM »
Yes Chilly, this is exactly what we do successfully.  You only need to sync the animation triggers and everything will work fine.

14
TNet 3 Support / Re: Mac and iOS Can't Connect
« on: May 28, 2013, 11:14:40 AM »
Hi Michael,

I have seemed to have sorted this issue out.  The problem was with the Unity Player settings.  Once I set the Stripping level to disabled and the script call optimisation to slow and safe it started working.

If you debug within xCode it does still throw exceptions on the connect, but the app still works.

15
Yes, that's what I have been doing but wasn't sure if there was a more elegant approach :D

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