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Messages - rxmarcus

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46
TNet 3 Support / Re: TNServer Use / Explanation
« on: June 07, 2017, 02:49:55 PM »
Also, even though my games are getting registered on my Lobby server, when using the TNTcpLobbyClient class on a GameObject and then checking the KnownServersList, I always receive a count of 0 even when I know there is an active registered game.

I don't receive any errors and I've made sure my ports are correct... Any ideas what I might be doing wrong?

47
TNet 3 Support / Re: TNServer Use / Explanation
« on: June 07, 2017, 12:26:33 PM »
Also I can't figure out how to edit posts on this forum..... so hopefully my image works this time


48
TNet 3 Support / Re: TNServer Use / Explanation
« on: June 07, 2017, 11:52:17 AM »
Thank you for the examples, I was able to get a Lobby server up and running and I'm able to register with it now.

I wanted to ask if its normal for the TNServer.exe to be posting to the command line every few seconds like you see in this attached image? It has the
  • so I'm concerned that I'm somehow registering a new server every few seconds?


Also could you give me more details about use TNServer as a Game Server in regards to what that means exactly? Does that mean it can run as a headless version of my Unity game? Sorry for the questions, trying to wrap my head around the options available to me.

49
TNet 3 Support / TNServer Use / Explanation
« on: June 06, 2017, 12:18:38 PM »
I'm having a hard time understanding what the TNServer.exe is used for. Is it to be able to host dedicated servers? Or is it's main use to be a master server that I could put on Amazon Web Services and have players register their games with it? Could someone people give me a rundown of what it is, how to do use it? I couldn't find any documentation about it.

Thanks

50
TNet 3 Support / How to ignore Data Saving
« on: June 02, 2017, 02:26:04 PM »
Sooo, I understand that one of the main things that TNet does is data saving / persistence (Which would make sense and be good for an MMO style game)

My game however is a simple 2D Arena shooter (Think towerfall)
As such, I don't need to save my game world between play sessions..... But I noticed that when I Create a server, I have to pass a string with a .dat file extension. Is there any way for me to avoid this? Should I just ignore it? The main reason I ask is that I was having trouble with some data being saved when I didn't want it to, so I Wondered if there is a way to just avoid it all together for my project?

Thanks

51
TNet 3 Support / TNet 3 Right for me? (Looking for answers)
« on: June 01, 2017, 04:29:44 PM »
Hi, I couldn't find an email to directly ask the developer, but I'm hoping to have some questions answered.
I'm currently using Forge networking, which I've enjoyed, but at the moment it still has many bugs and development has halted, so now I'm looking at other networking options....

  • Would TNet work fine for a fast paced shooter based game?
  • My game has Online / Local Multiplayer, can TNet handle this without me having to write separate code for Online / Local Multiplayer?
  • Does TNet have a Master Server? Or is it able to work with the Master Server Framework found on the asset store?
  • Is TNet able to work on other platforms besides Windows such as Xbox One, PS4, Nintendo Switch?
  • Any chance there is a demo version of TNet I can try before I commit $100 to it?

Thanks for your time

52
NGUI 3 Support / Re: NGUI & 2DToolkit Sprite Collections
« on: November 19, 2014, 03:10:29 PM »
Wow, thank you very much. I'll give this a try later today.

53
NGUI 3 Support / NGUI & 2DToolkit Sprite Collections
« on: November 19, 2014, 12:16:07 AM »
From my understanding, at the moment you cannot use sprites created via 2D Toolkits sprite collections inside NGUI. (Is this correct?)

If this is true, is there any intention to make this happen in the future?
I am creating a story book app and LOVE being able to use NGUI's Scroll View widget but also will have multiple resolutions of all the story artwork and as such was wanting to use 2D Toolkit sprite collections to handle that side of things.

Any suggestions if I'm just thinking about this all wrong in the first place?

54
NGUI 3 Support / Re: Positioning Scroll View off screen
« on: October 21, 2014, 03:38:19 PM »
Wow, I guess I just never thought about moving the UI Camera around, it just has always been static and in one place in all the examples I had seen for using NGUI. Thanks Aren, should be able to make this much simpler now.

55
NGUI 3 Support / Re: Positioning Scroll View off screen
« on: October 20, 2014, 05:07:20 PM »
Thanks for the response,
unfortunately using that idea its acting exactly the same as the UIFollowTarget script. The scrollview is in the correct place but the content inside the scroll view is locked in place and can't be dragged, I assume because the code is somehow keeping it in place....

Here is my code, which is attached to the scrollView object (the parent, not the children objects).

  1. public Transform worldTarget;
  2.         public Camera gameCamera;
  3.         public Camera nguiCamera;
  4.  
  5.         // Use this for initialization
  6.         void Start () {
  7.        
  8.         }
  9.        
  10.         // Update is called once per frame
  11.         void Update () {
  12.                 Vector3 nguiPos = nguiCamera.ViewportToWorldPoint(gameCamera.WorldToViewportPoint(worldTarget.position));
  13.                 transform.localPosition = nguiPos;
  14.         }

56
NGUI 3 Support / Re: Positioning Scroll View off screen
« on: October 20, 2014, 02:54:10 PM »
Bump,
I can't imagine that other users haven't wanted to do something like this?

57
NGUI 3 Support / Positioning Scroll View off screen
« on: October 19, 2014, 10:08:18 PM »
Hello guys,
The main menu of my app is 3 sections wide (These are 2D background images in the 3D world space). The camera starts on the first section, when a user selected "Lets Go!" the camera slides to the next section over. On the 3rd section I want to have a NGUI Scroll View.  The issue is that NGUI's camera is always on screen no matter what the unity game world camera does. So I have my Scroll View created, but its visible even on the 1st section of my apps main menu, but I want it to be on the 3rd only.  How can I accomplish this?  I purchased the NGUI Hud Text add on just so I could use the UIFollowTarget script which works but that freezes my scroll view in place when I try to slide it around.  Please see the included image to hopefully understand better what I'm wanting to do.

58
NGUI 3 Support / Re: UIScrollView onDragFinished not working
« on: October 19, 2014, 08:57:08 PM »
That was indeed the problem, thanks!

59
NGUI 3 Support / Re: UIScrollView onDragFinished not working
« on: October 17, 2014, 10:54:44 AM »
I'm also having this issue, I have onDragFinished set to a function that simply prints a message to Console and it never gets called, so its not an issue of which one I should be using but that it just never gets called ever.

I am doing a zoom out and back in effect when the user starts drag and ends drag so I really do need to know when the drag ends rather then when movement stops.

60
NGUI 3 Support / Re: Getting Button that called function
« on: September 01, 2014, 12:20:36 PM »
Thank you, that works great.

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