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Topics - fretnoize

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1
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.

2
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.

3
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.

4
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.

5
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.

6
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?

7
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. :)

8
TNet 3 Support / Network Emulation
« on: May 27, 2014, 03:20:40 AM »
Hi, I'm curious if Tnet has a way to emulate various network conditions. According to the Unity documents their network emulation system only works directly with the built in Unity stuff... so does Tnet have anything for this?

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