Author Topic: Shoter on TNET.HELP please!!!  (Read 573 times)

defender1213

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 4
    • View Profile
Shoter on TNET.HELP please!!!
« on: October 20, 2017, 03:52:14 AM »
How can i create simple shooter using tnet?or how i can send gameobjects using tno.Send()? or please tell me about other functions!

cmifwdll

  • Global Moderator
  • Sr. Member
  • *****
  • Thank You
  • -Given: 0
  • -Receive: 149
  • Posts: 285
  • TNet Alchemist
    • View Profile
Re: Shoter on TNET.HELP please!!!
« Reply #1 on: October 20, 2017, 03:56:20 AM »
To create a gameobject on each client (eg; a bullet) you'd use TNManager.Instantiate(...).

Consider going through the tutorials: http://www.tasharen.com/forum/index.php?topic=13953.0
And play around with the example scenes that come packaged with TNet. Everything you need to know is already at your fingertips, just need to apply a little effort to grasp it ;)

cmifwdll

  • Global Moderator
  • Sr. Member
  • *****
  • Thank You
  • -Given: 0
  • -Receive: 149
  • Posts: 285
  • TNet Alchemist
    • View Profile
Re: Shoter on TNET.HELP please!!!
« Reply #2 on: October 20, 2017, 04:05:35 AM »
Uhh, please reply properly instead of reporting the post and typing your response there.

Your response (hidden in report):
"I use Raycast,can you give alternative way how to get,store info about players hit"

Raycasting still works? TNManager.Instantiate simply creates a specified prefab on every client. As long as that prefab responds to your raycasts normally then it'll do so when instantiated via TNet, too. Again, take a few minutes to go through the tutorials and example scenes. It's not hard to get a basic networked FPS prototype up and running with TNet :)