Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bradamante3D

Pages: 1 [2] 3 4 ... 6
16
TNet 3 Support / Re: Mass-exporting prefabs as DataNodes
« on: April 12, 2016, 04:28:19 PM »
What version did you use for testing? I am on 5.4b13 (and I won't go back to 5.3.x). It propably got lost in my last posting, but the docs for 5.4 don't know of this ReflectionProbeUsage attribute, only the 5.3 docs do. Is this a 5.3 vs 5.4 thing?

EDIT:

I tested your code snippet. Now the error message is gone, but the children of the GameObject are still skipped. Does DataNode not serialize children automatically? I would have expected so?
Also the error still remains when I import a text-based node (instead of binary) and the GameObject is not recreated at all.

EDIT2:

I did some more testing and had some interesting results. Instead of using my own assets I simply exported a default particle system. When I load the DataNode back I got this bug, where the loaded particle system is there, but the material is lost so everything is pink. In that link, read my oh-so-delightful exchange with Unity support on this. Here I described my workaround.

Workaround 1: To export from OpenGL Core -> OpenGL Core on Mac, force-include the built-in shaders in the Graphics settings. This was for asset bundles workflows on Mac OS X with Unity 5.3.x. Now the thing seems back with DataNodes on 5.4b? Including shaders in the Graphics settings does not help. Workaround 2: Force OpenGL 2. These workarounds do not improve things with Unity 5.4 and DataNodes.

When I export the particle system as text the material related lines say:

  1. sharedMaterial = "asset|Material|unity_builtin_extra"
  2.                         sharedMaterials = string[]
  3.                                 asset|Material|unity_builtin_extra

As a next step, I will test asset bundle import/exports. Would be too funny if they not only did not fix stuff in 5.4, but even killed the workaround.

17
TNet 3 Support / Re: Mass-exporting prefabs as DataNodes
« on: April 09, 2016, 04:45:57 PM »
Uhm, no. No success here. I saved a prefab as binary. Read it back and the console says:

  1. Unable to resolve type 'Rendering.ReflectionProbeUsage'
  2. UnityEngine.Debug:LogError(Object)
  3. TNet.Serialization:NameToType(String) (at Assets/TNet/Common/TNSerializer.cs:296)
  4. TNet.Serialization:ReadType(BinaryReader, Int32&) (at Assets/TNet/Common/TNSerializer.cs:2342)

The reflection probe or light probe setting on the Mesh Renderer is Off. The shaders of the materials are all the Unity Standard shader. On instantiating all the children (particle systems) are gone :(

That's build in Unity stuff, so why would it not work?

EDIT: When I search the docs of Unity 5.4b the term "ReflectionProbeUsage" is not found. Is that a 5.4b vs 5.3 thing?

EDIT2: Reading the same prefab back as an exported text file I get a different error:

  1. Unknown prefix: 73 at position 1
  2. UnityEngine.Debug:LogError(Object)
  3. TNet.Tools:LogError(String, String, Boolean) (at Assets/TNet/Common/TNTools.cs:1001)
  4. TNet.Serialization:ReadObject(BinaryReader, Object, Int32, Type, Boolean) (at Assets/TNet/Common/TNSerializer.cs:2724)

That can't be right?

Read:
  1. DataNode node = DataNode.Read("prefabs.bytes");
  2. foreach (var child in node.children)
  3. {
  4.     Debug.Log("Prefab: " + child.name);
  5.     // Instantiate any prefab you like:
  6.     GameObject go = child.Instantiate();
  7. }

18
TNet 3 Support / Re: HTTP GET requests
« on: April 09, 2016, 09:16:50 AM »
Hm I think I understand. When I do this with my local Raspberry setup I get a:

  1. Name: TNetServerTest
  2. Clients: 2
  3. 1 Guest
  4. 2 Editor

How do I edit this output? Is there a template file? Or is it hardcoded? Is there a documentation somewhere what commands I can use?

19
TNet 3 Support / Re: HTTP GET requests
« on: April 09, 2016, 09:00:33 AM »
Oh I know what this is useful for. In the early 2000s me and some friends were running a Quake 3 server and later a PVPGN server and they had this functionality too. We would then go and code a bit of a website that showed server status, player count, games running etc.

I just wondered about the requirements and how to use it. How can this work by installing PHP but not Apache or some other webserver? How would I know which commands TNet can respond to? It's not like I can do a TNServer.exe -help and see a list.

20
TNet 3 Support / HTTP GET requests
« on: April 09, 2016, 05:31:30 AM »
In the feature description for TNet 3.0 it says:

Quote
- NEW: TNet is now able to respond to a simple HTTP browser GET request. Simply connect to your server via http://127.0.0.1:5127/

I am not sure I understand. This can't work without some webserver like Apache, right? If so, I find that feature point a bit misleading. And I don't mean that as an accusation, I just find it a bit unclear. What exactly do I have to do to use this feature?

21
TNet 3 Support / Re: Mass-exporting prefabs as DataNodes
« on: March 28, 2016, 11:54:24 AM »
Uhm let's keep the conversation on a level even my brain can process. I am using the SE/Emissive/Textured shader on a lot of content. In those setups I don't include a texture though, it's just color-based. Can DataNode serialize that or not?

If it doesn't that would make things kinda useless for me. Now I am screwed because I don't like Unity's build target requirement either.

22
TNet 3 Support / Re: TNet 3 Tutorials
« on: March 27, 2016, 03:57:08 PM »
Executing Runtime C# Code
Runtime C# Behaviours

Hm, downloading TNet 3 from the Asset Store these two documents are not included in PDF form. They will be included in the future?

23
TNet 3 Support / Re: Mass-exporting prefabs as DataNodes
« on: March 27, 2016, 11:38:02 AM »
I am also bundling GameObjects with ParticleSystem components into Asset Bundles. In the past you said that TNet was not able to serialize those since Unity did not expose the PS to scripting. At this point Unity should do that to my knowledge.

So, with current versions of Unity (5.3? 5.4?) can the current or near future versions of TNet serialize ParticleSystems?

What about custom shaders? I am using the Unity Standard shader(s) mostly, but sometimes I use the Sonic Either Bloom shader(s).

24
TNet 3 Support / Mass-exporting prefabs as DataNodes
« on: March 24, 2016, 05:28:22 PM »
Hi there,

I just recently updated to TNet 3, I am now going through the examples and so far I like what I am seeing.

To enable modding I am using asset bundles. That works fine as relatively simple since I don't plan to have server-side mods that people would have to download. Instead there's a mod filter for the server browser.
Going from Unity 5.3.x to 5.4b I noticed that the creation of asset bundles now takes a build target. I find that tedious since I am targeting Win/Mac/Linux. So let's say that's my motive to go the DataNode route.

My asset bundles can be devided into three categories: text files, prefabs and textures (png files). Each of these contains multiple asset bundles with A LOT of objects. I assume I can export prefabs to DataNodes one by one manually. Is there a less tedious way? And what about text files and pictures?

Is there a way to translate my asset bundle process to DataNode creation?

25
Other Packages / Re: UI Starter Kit: Starlink (NGUI + TNet)
« on: March 22, 2016, 09:12:44 AM »
Hi,

are there any plans for updating the Starter Kit: Starlink for TNet 3? I bought Starlink UI a while ago (and the Space Game Starter Kit for that matter) and I think both are still valid learning material. I guess I don't want to see my purchases invalidated I guess.

Any plans?

26
NGUI 3 Documentation / Re: UICamera
« on: November 26, 2015, 06:35:17 AM »
I don't see the Pan X and Pan Y setting documented anywhere? Not here in the forum documentation, not on the NGUI docs page, not in the class docs. Would be cool if we got an official explanation. I understand these settings are related to setting a scroll bar via a console controller?

27
TNet 3 Support / Re: Where I am taking TNet
« on: November 10, 2015, 12:02:08 PM »
I am a happy customer of TNet right now and I do like the new direction. I did not leave NGUI when uGUI came out and I did not leave TNet when the new Unity multiplayer comes out. However I do agree that lack of documentation or lack of a good example project is a bit of a problem right now. Especially the integration of other Unity assets (uFrame, PoolManager for example) is very unclear to me.

On that note, I am shaking my head at the tendency among developers to post video tutorials. Are those really less work than a written tut with screenshots? Whatever happened to a printable PDF? So I can only encourage you to consider written guides and example projects. And before you say that a example project would lead to people just copy&paste-ing code ... they are doing that already.

28
NGUI 3 Documentation / Re: UI2DSprite
« on: October 22, 2015, 03:09:03 PM »
Is there any benefit of using UI2DSprite over the standard NGUI sprite component? Better performance? Less draw calls? Automated atlas management?

How does using UI2DSprite everywhere work with a dynamic Unity font? I wouldn't require any NGUI atlas at all in this case, right?

29
NGUI 3 Support / Problem with NGUI adding AudioListener
« on: September 17, 2015, 01:04:40 PM »
Hi,

here's my situation. In my game, I am loading content from a different level additively. That's the "Content" level. The Content level includes a MasterAudio prefab + an Audio Listener + some helper cameras, but no NGUI elements (it will soon).

This Content level is being loaded from the "Campaign" level which includes a specific NGUI setup. The Campaign level included a NGUI Tooltip GameObject with the standard NGUI Tooltip script. That GameObject also includes a NGUI Play Sound script that plays a sound OnDisable.

The problem is that the tooltip triggers this sound before the Content level is fully loaded. Since the Campaign scene includes no AudioListeners, NGUI creates one. Since the MainCamera is in the Content scene, NGUI puts it on one of the friggin helper cameras. Now my scene included two AudioListeners and Unity comes to a halt.

If I deactivate the NGUI Tooltip object in the scene view of the Campaign level, this does not happen and everything works. But then the Tooltip doesn't draw anymore, since NGUI (for whatever reason) requires the GameObject to be (x) active in the beginning.

Anybody got any ideas?

Would it help not to use NGUIs PlaySound script, but to channel everything through MasterAudio?

30
NGUI 3 Support / Re: Tooltip doesn't work with 3D UIs?
« on: September 15, 2015, 01:18:33 PM »
Yeah, but I don't see how. In my setup, the 3D camera receives the OnMouseOver event from the 3D menu and it's colliders, triggering the UITooltip.

How would the 2D camera fit in?

Pages: 1 [2] 3 4 ... 6