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Topics - Bill.Smock

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TNet 3 Support / Does host own all objects in scene?
« on: July 20, 2016, 07:49:24 AM »
Couldn't find a 100% clear answer on this using search.  When a new scene is loaded that contains a bunch of TNObjects, is the host automatically the owner of them?

TNet 3 Support / TNObject no parent found?
« on: June 22, 2016, 09:07:55 PM »
I have a prefab with TNObject script on it, the ID is set to 0.  When I instantiate the object, no parent is found in the TNObject Start() function (transform.parent = null).  Not sure what to do, it's on the top of the hierarchy on the prefab. 

One thing to note - I am instantiating the object after a new scene loads in the Start() routine of an object that is already in the scene.  Could this be causing it?  If so, how??

TNet 3 Support / How should I create a child with a TNet RCC?
« on: June 16, 2016, 07:41:15 PM »
I can send position information and the other information as parameters, but I'm wondering if there is a preferred method?  Thank you

TNet 3 Support / SetHost() switches to their server instance?
« on: June 09, 2016, 07:04:35 PM »
So when I use sethost to switch the channel host, will their server instance be the 'host' of the channel then?  This will be for whenever a player drops out of a lobby or in game.  Thanks!

edit for another question - I am having trouble setting up a server/channel list the way so that each list item contains data from the server's channel (each server will have only one channel, always).  I would like clients to be able to view the channel data without having to join that server instance - similar to any game that shows rows with descriptions including # of players, player limit, etc.  Very typical in multiplayer games.  However, I cannot find a way to refresh this information without the client being connected to the server in which the channels reside.  How can I do this?  Do I need to save the channel info and associated servers to a file on the lobby server (EC2) and then create the channel items list using that information? 

NGUI 3 Support / UIPopupList value always null
« on: June 06, 2016, 05:50:49 PM »
I read through the class and it seems that anything that sets 'value' is now replaced because of UILabel > SetCurrentSelection.  Well, that means I need to use List.GetComponentInChildren<UILabel>().text to have the current selection.  Was this the intended setup? 

NGUI 3 Support / UIKeybinding Xbox Controller issue
« on: June 02, 2016, 06:40:10 PM »
Using UIKeyBinding and UIKeyNavigation I've successfully gotten through NGUI 3.6.0 tutorial #3.  The navigation works perfect.  The button, however, only works once on the color change.  So if I hit A (joystick 0) on make red the color changes to red.  The problem is that it changes red on every single button.  The mouse still works correctly - red to red, blue to blue, green to green.  The only problem appears to be using the joystick button.  All of them have Modifier = Any and Action = Press And Click.  I've restarted Unity and it still doesn't work.  Oddly, it switched from only changing to Red to now only changing to Blue. 

edit:  Okay I referenced one of the examples and found that UI Key Binding isn't necessary because it will default to A and work correctly.  However, what if I wanted to use a different button, do I somehow need to override A?  If I switch to UIKeyBind to B (joystick 1) I run into the same issue.  No one in their right mind would ever use B for a menu item, but I'd like to know how to make it work. 

TNet 3 Support / Best practice question
« on: May 20, 2016, 07:02:47 PM »
I need a small nudge in the right direction.  I'm making a game but don't want to build everything and then find myself thinking "shit, should have done things differently."  Networking summary:  2 player co-op, 4 player multiplayer.  The 2 player co-op will require data saves (50+ attributes to each player object), the 4 player multiplayer will not require any saving.  Also relevant to my questions the co-op can also be done locally, as well as single player.

1.  I have Easy Save 2.  Should I be using TNet instead of ES2, for all of this?  Should user preferences, button maps, all that be saved with TNet even though much play will be local?

2.  To get this on steam - just set up a multiplayer in this way and then deal with steam API when I have access?

Thank you very much.  I will definitely be buying this since your support is amazing.

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