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Messages - fretnoize

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1
I don't really have much more info... I was having trouble getting the text to show up in labels in my project, so I thought maybe I messed up something with NGUI... accidentally deleted a file or something, for example... So, I decided to start a new project and import NGUI just to be sure... and it was still happening... then I tried another new project, and this time I dragged in the NGUI folder from a previous project instead, looks like it was 3.9.9 and that worked... so i removed the NGUI folder in the project I'm really working on and brought that 3.9.9 folder into the project and loaded it up, and all the text for the labels appeared.

not sure how relevant it is but:
Using win 10 on a mac book pro 2012 retina

If this doesn't help, I can try repeating it at some point, maybe a reboot cleared things up or something. It did seem solidly reproducible on my end though, which is why I reported it. hmm.

2
I can't seem to get labels to display text (I've only tried Unity fonts)
using: NGUI 3.11.3 and Unity 5.4.2

steps:
-Create a new project
-Import NGUI
-Press alt-shift-L to make a new label
-Choose arial (or any other font)
Results: no text...

I cleared out the NGUI folder and replaced it with an older version from another project (I forget the version) and then I loaded the project and label text shows up.  I'll just use this version, so it's not a road block for me.

3
Currently we're using TNet 1.9.5b and I'd like to update us to TNet 2.0.0
We're on an iteration of Unity 4.3.4 and I'll probably update us to 4.3.7 soon. Is there a known reason that 4.5.3 and up is required now? It looks like we'll be stuck with the 4.3.X series until 5 is released (if we even switch to 5). I'll probably give it a try anyway but if you have a specific reason for requiring 4.5.3 I'll revert.

4
TNet 3 Support / Virtual Client?
« on: August 05, 2014, 01:40:28 AM »
This is probably a shot in the dark, but is there a way to create a kind of virtual client? Our game originally wasn't intended for Bots, now that request has been added, and there are a lot of "if(tno.isMine)" checks, and so the player playing on the host has bot models set up as if they were meant to be viewed as 1st person player (no body) rather than from someone else's camera, sees all the UI elements the bots would be shown (if they were players), etc... All because the Bots all return true for isMine. I can work around it, but I figured I'd see if there was a way to do this. With this solution there wouldn't need to be special clauses in the code for bots, once they were spawned through some virtual client or something. Thanks in advanced.

5
TNet 3 Support / Re: Using Send and SendQuickly together
« on: July 02, 2014, 09:27:03 PM »
Cool, thanks for the explanation. I'm working on an FPS which is why I'm so concerned about precision and performance. Locally everything seems fine, which I expect, but I'm not sure how it will perform when we get around to testing it on the internet. For now I'll continue on, sounds like I might be okay.

6
TNet 3 Support / Re: Using Send and SendQuickly together
« on: June 30, 2014, 10:36:48 PM »
Aren,
Has there been any consideration as to also making a reliable UDP RFC? I've come across some things suggesting that mixing TCP and UDP can cause UDP to become more unreliable. (one can be found here http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/) I'm, by far, no expert in this field so I don't know if this is a huge thing to implement, or if you feel it's really needed. I'd be interested in your thoughts on it, though.

7
TNet 3 Support / Re: RFC rfcID limit
« on: June 15, 2014, 09:15:24 PM »
yeah, sorry I was being a little redundant.  :-[

8
TNet 3 Support / Re: SendQuickly
« on: June 12, 2014, 08:27:15 PM »
As I understand, TCP is, by nature, reliable. I was asking if there is any reliability built in for UDP RFCs and if it can be toggled on/off or whatnot.

To be honest, I'm not sure if rUDP (reliable UDP) messages would have a performance advantage over TCP messages, so that would be nice to know too.

I'd like to know if with SendQuickly with a UDP established will have a chance of not being received, which is why I'm asking if there's reliability built on UDP... (from what I read, that's the way Unity's Networking handles RPCs, with rUDP). Obviously it might be nice to be able to have both reliable and unreliable UDP...

(then again, maybe I'm over thinking things... still new to networking/coding for multiplayer games)

9
TNet 3 Support / SendQuickly
« on: June 12, 2014, 03:00:57 AM »
I have a few questions about SendQuickly.
1) According to the docs, "Send a remote function call via UDP (if possible)." Does this mean it uses TCP when a UDP connection hasn't been established?

2) Is there reliability built into this? Searching around I found an old Unity forum post about TNet and rUDP, talking about the possibility of you adding it or something, but it seemed too old to know what happened. (2012 or so)

3) Is there a way to turn reliability on and off, if it exists? or should you just use Send if you need it to be reliable? Since our project is action based, I'm obviously looking to implement things for the best performance.

10
TNet 3 Support / Re: RFC rfcID limit
« on: June 11, 2014, 09:53:22 PM »
Well I made a quick and dirty look-up table of sorts that will retain some readability. I'm willing to bet there's probably a better approach, but I figured I'd share with others.

Basically I use an enum with byte values. The first enum I mark as reserved, since you can't use that for an rfcID. You can just add your functions after that, like I did with MyRFCFunction. Then you define the rfc and call it like I do below. It's an extra step, but I think it helps with readability. Hope someone finds this useful!

  1. public enum rfcEnumMyObject : byte
  2. {
  3.         ReservedForZero, //don't use zero as an rfcID
  4.         MyRFCFunction
  5. }
  6.  
  7. public class MyObjectScript : MonoBehaviour
  8. {
  9.         public TNObject tno;
  10.         int x = 0;
  11.  
  12.         void Update()
  13.         {
  14.                 if(x == 1)
  15.                 {
  16.                         tno.Send((byte)rfcEnumMyObject.MyRFCFunction, TNet.Target.All);
  17.                 }
  18.         }
  19.  
  20.         [RFC((byte)rfcEnumMyObject.MyRFCFunction)]
  21.         void MyRFCFunction()
  22.         {
  23.                 x = 1;
  24.         }
  25. }
  26.  

11
TNet 3 Support / Game Consoles
« on: June 11, 2014, 01:48:22 AM »
I'm wondering if anyone has information/experiences trying to use TNet on any game consoles. If TNet will work "out of the box" so to speak, or if modifications are needed or what. I'm noticing now that basic iOS and Android aren't supported due to Net Socket restrictions, which I would think would be supported in console versions of Unity. (I also realize this probably means consoles aren't officially supported...) I'm specifically asking about PS4 specifically (which I understand has a limited Unity distribution at the moment) but info on other consoles would be great too.

12
TNet 3 Support / RFC rfcID limit
« on: June 11, 2014, 01:19:02 AM »
Hi, I'd like to benefit from the efficiency of the rfcID byte, but I'm considering creating a look-up table of sorts to retain code readability as much as possible. (If there's something built in for this, feel free to let me know)

From this post (http://www.tasharen.com/forum/index.php?topic=4826.0) Aren mentions "Relative to the TNObject. Each TNObject can have up to 255 numbered functions."

I'd like to confirm what I think this means.

Let's say I have object A with the TNObject script and script A1 and script A2 attached to that object. I also have Object B with the TNObject script and Script B attached to it. Between scripts A1 and A2 I can use a total of 255 numbered functions between both of them. Script B will be able to use its own 255 numbered functions as well, not having to share with other scripts.

Is this right?

13
TNet 3 Support / Re: Help with Lobby Server
« on: June 06, 2014, 01:33:59 AM »
Ok thanks for the help. If I wanted a way to list Local (LAN) servers, is there a way to approach that? Basically basically for testing and development purposes I'd like to create a system where developers can run game servers and you can join the server you want, for testing your code or levels or what not.

I tried running two servers, on separate local computers, of the example but only one server would appear.

Is just having one server and hosting separate channels the better approach?

Sorry if my questions are weird... I'm still trying to wrap my head around TNet... I'm tasked with switching our network code over from Unity's system to TNet. I recommended TNet since it can send unreliable function calls, and it seems Unity can't. Anyway, thanks for your help so far!

14
TNet 3 Support / Re: Help with Lobby Server
« on: June 04, 2014, 04:09:37 AM »
Ah great, exactly what I was missing! Thanks!
We're running a TCP Lobby on a separate computer on our local network, and likely will eventually move to an amazon server. But this leads me to two more questions.

In the FAQ you say "Start the TNServer as a lobby server on a remote PC. Note that it has to be a remote PC as this is a lobby server" Do you mean "remote" as in a separate computer, or as in off the local network? (we're having trouble getting more than one server appearing, it could be likely it's just something on my end, but if this is the case, it would save us a lot of time troubleshooting)

The 2nd question is that I thought I read somewhere that you had trouble with one of the Lobby server types using Amazon's service (I think maybe the UDP Lobby), am I remembering incorrectly or is/was this a problem?

15
TNet 3 Support / Help with Lobby Server
« on: June 03, 2014, 09:47:14 PM »
Hi, I'm still new to TNet and I'm trying to find information on setting up a Lobby server. I looked around and can't seem to find a tutorial or something that guides you through it. I found info on running a lobby server, and registering a server to it, and I've been able to do these successfully, but as far as connecting to the lobby server with a client, retrieving a list of available servers and joining one, I haven't been successful yet.

I'll keep trying some things, but I'm hoping someone can point me to an overview of this. :)

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