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Topics - Ninja

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1
TNet 3 Support / MathD does not exist
« on: October 29, 2017, 06:04:14 PM »
Ever since the commit on September 25th, I have gotten the error 'The name `MathD' does not exist in the current context' for the new Vector2D / 3D files.

What is MathD and how do I get it?

2
Hello, I'm using TNet v3.0.9.

When I create a new channel using TNManager.CreateChannel, the value for TNManager.isJoiningChannel seems to always return True and never goes back to False after successfully joining the channel.

Is this a bug or am I doing something wrong? Let me know if you need more information.

3
NGUI 3 Support / Creating Atlas crashes Unity
« on: December 09, 2016, 03:44:57 PM »
Hello,

I'm using Unity 5.5.0f3 with NGUI 3.11.0c.

When creating a new atlas, Unity freezes, my memory maxes out (16gb) after a minute or so and Unity eventually closes itself (if I don't force it to close) without any errors. The atlas prefab is created but the texture is not.

At first I thought it was the project since it's large, but it also happens in a new project.

Any help would be appreciated, let me know if you need more info.

4
Hello,

I have a chat manager object for handling all chat related things. Players can send multiple chat message types (channel, server (broadcast), group and whisper). The chat manager has DontDestroyOnLoad so it persists through scenes. My players can change scenes, which also changes what channel they are in (so they do not see the other players on other maps). Channel chat stops working because I can't seem to change the chat manager's channel ID correctly.

I've tried calling TNObject.TransferToChannel(channelID), but it doesn't seem to do anything. The Channel value on the object never changes. If I try to set the channelID directly, the Channel value does change, but then I get a warning about RFCs not being sent because the object wasn't created correctly ([TNet] Trying to execute RFC #1 on TNObject #1 before it has been created.)

I could just stick the chat manager into every scene instead of having it persist through loading, but that just seems silly when theres a TransferToChannel method. I must just be doing something wrong.

I hope that makes sense, any help would be appreciated!

5
TNet 3 Support / [TNet3 (Feb.8)] SetPlayerSave / SetPlayerData not saving
« on: February 08, 2016, 10:55:23 PM »
Having some saving issues now.

Here's what my game currently does:

OnNetworkConnect:
- TNManager.SetPlayerSave("Players/" + TNManager.playerName + "_" + SystemInfo.deviceUniqueIdentifier + ".dat";);
- JoinChannel

During gameplay, I use TNManager.SetPlayerData for a few variables I want to save on each player, but nothing seems to ever be saved on the server. Not sure if it matters, but I'm saving all the variables in one function, so it calls SetPlayerData more than once.

The OnSetPlayerData notification is working fine. The server just never seems to save anything.

What would be the correct way to handle saving player data in the latest version of TNet 3 (Feb. 8)?

6
TNet 3 Support / [TNet3] Persistent TNObject and changing channels
« on: February 08, 2016, 01:28:13 AM »
I'm having an issue with persistent network objects and joining different channels.

I have a TNObject with DontDestroyOnLoad so it can move between scenes. Everything works fine on Channel 0, but if you change channels (and leave channel 0) it will no longer receive any RFCs.

I've tried to make the TNObject change channels with setting the channelID manually, and also by calling TNObject.TransferToChannel(channelID), but nothing seems to be working.

How do I make the object change channels with the user correctly?

Attaching a small example project that shows what I'm trying to explain.
- Import the attached package into an empty project
- Import TNet3
- Add the three included scenes to the build settings
- Build it and run it along with a server
- While connected, pressing Space will send a RFC to all, and in channel 0 it is received. In any other channel it isn't received.

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