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Messages - Noi14

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1
TNet 3 Support / Re: TNet Roadmap
« on: June 29, 2014, 10:40:32 AM »
Is there an approximate date for regions?

2
TNet 3 Support / Re: Error on TNAutoCreate
« on: March 25, 2014, 04:04:23 PM »
I remove TNAutoSync on GameObject and I use only my resync.
But I still have the problem (one of the problem?) that some GameObject created with TNAutoCreate are placed to position 0,0,0 instead of the specified position and I have the errors.

3
TNet 3 Support / Re: Error on TNAutoCreate
« on: March 17, 2014, 05:18:21 AM »
I have only that call to resync function when I'm using search function in the entire project. So it never sends a string instead the second vector.
I'm 100% sure of this

4
TNet 3 Support / Re: Error on TNAutoCreate
« on: March 16, 2014, 01:26:41 PM »
Thank you for your reply,
Yes, I'm using the latest version from asset store, I have recompiled the server but I modified only the number of version that is used to connect, the rest is esactly as I've bring it in the asset store.
Channel is not permanent, and in the linux server I don't see the file server.data
In the linux server I launch mono command to start it, and in the same folder of .exe there are no file server.dat
I've never edit RFC.

5
TNet 3 Support / Re: Error on TNAutoCreate
« on: March 16, 2014, 08:55:07 AM »
Thank you for your reply.
I don't have some TNAutoSync nested on the object.

I have the player's object that have 2 scripts that extend class TNBehaviour:
public class GamerPlayerEach : TNBehaviour
e
public class GamerPlayer : TNBehaviour

Can I do this? Because it's more easier for me to divide scripts.

Player's object have got only 1 TNAutoSync that is setted as:
  1. Transform -> rotation
  2. Updates per second: 3
  3. Saved on server: yes
  4. Important: yes
  5. Only owner can sync: yes
  6.  

I have a script that synchronize manually the position and the direction of the movement to be performed:
  1. void Start()
  2. {
  3. // Resync
  4. if(tno.isMine)
  5. {
  6. StartCoroutine(AvviaResync());
  7. }
  8. }
  9. IEnumerator AvviaResync()
  10. {
  11. while(true)
  12. {
  13. yield return new WaitForSeconds(0.10f);
  14. tno.Send("resync", TNet.Target.Others, transform.position, movimento);
  15. }
  16. }
  17. [RFC]
  18. void resync(Vector3 myposition, Vector3 destinazione)
  19. {
  20. transform.position = myposition;
  21. movimento = destinazione;
  22. }
  23.  

I see the errors by unity, so as it should be easier to understand the problem, and it appear to me this problem:
  1. Exception has been thrown by the target of an invocation.
  2. TNAutoSync.OnSync (System.Int32)
  3. UnityEngine.Debug:LogError(Object)
  4. TNet.UnityTools:PrintException
  5. (Exception, CachedFunc, Object[]) (at Assets/Library/TNet/Client/TNUnityTools.cs:83)
  6. TNet.UnityTools:ExecuteAll(List`1, Byte, Object[]) (at
  7. Assets/Library/TNet/Client/TNUnityTools.cs:161)
  8. TNObject:Execute(Byte, Object[]) (at Assets/Library/TNet/Client/TNObject.cs:311)
  9. TNObject:Start() (at
  10. Assets/Library/TNet/Client/TNObject.cs:258)
  11.  
  12.  
  1. failed to convert parameters
  2. GamePlayer.resync (System.Int32, System.String)
  3. UnityEngine.Debug:LogError(Object)
  4. TNet.UnityTools:PrintException(Exception,
  5. CachedFunc, Object[]) (at Assets/Library/TNet/Client/TNUnityTools.cs:83)
  6. TNet.UnityTools:ExecuteAll(List`1, String, Object[]) (at
  7. Assets/Library/TNet/Client/TNUnityTools.cs:192)
  8. TNObject:Execute(String, Object[]) (at Assets/Library/TNet/Client/TNObject.cs:322)
  9. TNObject:Start() (at
  10. Assets/Library/TNet/Client/TNObject.cs:257)
  11.  
  12.  

I don't know why the error signs: GamePlayer.resync (System.Int32, System.String)
When I switch 2 Vector3 as parameters.

One thing that should be useful is that I have the host that must press the start's button, when he press the start's button I send an RFC to all the client, and all toghether create the GameObjectPlayer.

6
TNet 3 Support / Error on TNAutoCreate
« on: March 15, 2014, 01:00:03 PM »
Hi,
I have got a problem with TNAutoCreate, sometimes I have got problem when it creates object, but I don't konw where the problem is:

  1. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
  2.  
  3. ArgumentException: failed to convert parameters
  4.   at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters,
  5.  
  6. System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  7.  
  8.   at System.Reflection.MonoProperty.SetValue (System.Object obj, System.Object value, BindingFlags invokeAttr, System.Reflection.Binder binder,
  9.  
  10. System.Object[] index, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  11.  
  12.   at System.Reflection.PropertyInfo.SetValue (System.Object obj, System.Object value, System.Object[] index) [0x00000] in <filename unknown>:0
  13.  
  14.   at TNAutoSync.OnSync (System.Object[] val) [0x00000] in <filename unknown>:0
  15.  
  16.   at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  17.  
  18.   at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters,
  19.  
  20. System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  21. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
  22.   at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters,
  23.  
  24. System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  25.  
  26.   at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  27.  
  28.   at TNet.UnityTools.ExecuteAll (TNet.List`1 rfcs, Byte funcID, System.Object[] parameters) [0x00000] in <filename unknown>:0
  29.  
  30.   at TNObject.Execute (Byte funcID, System.Object[] parameters) [0x00000] in <filename unknown>:0
  31.  
  32.   at TNObject.Start () [0x00000] in <filename unknown>:0
  33.  
  34. (Filename:  Line: -1)
  35.  
This error appear sometimes not always. What's wrong?

7
Other Packages / Re: NGUI: HUD Text
« on: March 13, 2014, 01:44:38 PM »
I do in this way:




what's wrong?

8
Other Packages / Re: NGUI: HUD Text
« on: March 12, 2014, 06:07:13 AM »
Thank You for your reply. I've resolved to scale automatically.

Now I have another problem, when I rotate the camera the words remains correctly in the same place.
If I move the camera the words change place, if I walk away the label move up and go over the head of the character, if I approach, the label move down untile the foot.
There is this problem only when I set an value Y more than 0 at the label. If I set the Y of the label as 0 I don't have this problem, however I want to find the way to keep the label permanent over the head of the character.

9
Other Packages / Re: NGUI: HUD Text
« on: March 11, 2014, 05:59:37 AM »
How can I do in order to a UILabel stay always over an object that moves?

EDIT:
I created a Label, and I'm using UIFollow Target in order to it stays attached to object.
Now I don't understand if it is possible to resize label by distance, that's the written stay big if I go away the camera, but I want to resize it automatically

11
NGUI 3 Support / Re: UISlider bug
« on: March 10, 2014, 05:56:24 AM »

12
NGUI 3 Support / Re: UISlider bug
« on: March 10, 2014, 05:36:08 AM »
UISlider value change without graphic modification.

13
NGUI 3 Support / Re: UISlider bug
« on: March 09, 2014, 06:11:19 PM »
Yes I know it, I posted scipt in that way so as to make easy finding problems.

14
NGUI 3 Support / UISlider bug
« on: March 09, 2014, 05:15:59 PM »
This code doesn't work:
  1.         float energy = 0;
  2.  
  3.         void Update () {
  4.                 energy += (1*Time.deltaTime);
  5.  
  6.  
  7.                 GameObject.Find("Control - Simple Progress Bar").GetComponent< UISlider >().value  = (energy/100);
  8.         }
  9.  

To fix it I must use:
  1.         float energy = 0;
  2.  
  3.         void Update () {
  4.                 energy += (1*Time.deltaTime);
  5.  
  6.                 GameObject.Find("Control - Simple Progress Bar").GetComponent< UISlider >().value = (float)(System.Math.Truncate((double)(energy/100)*100.0) / 100.0);
  7.         }
  8.  

Is very easy to reproduce.
I think this should be fixed.

15
NGUI 3 Support / Resize tiled sprite
« on: March 09, 2014, 03:25:48 PM »
Sometimes i have margin of 1px, I do not understand how to solve it:


https://www.youtube.com/watch?v=iKDg9FWN3WA&feature=youtu.be

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