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Messages - Wonse

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1
NGUI 3 Support / Re: Selecting/Highlighting Text
« on: March 12, 2015, 10:36:32 AM »
2 years later, is this possible now ?

2
NGUI 3 Support / Re: Layer issue with ingame sprite [4.3]
« on: March 01, 2014, 02:55:55 PM »
I only have one camera,

the 3 yellow are sprites in the scene
 the pause menu, the resume button, are NGUI elements (UI2Dsprite)

3
NGUI 3 Support / Layer issue with ingame sprite [4.3]
« on: March 01, 2014, 08:09:26 AM »
Hello, i have an issue with sprites.

I have somes sprites in my games. (using 4.3 sprites)  but some, who  should be  behind the HUD, are before it.

in this image, i want my coins to be behind the HUD.



Is there a way to define the NGUI sprite layer ? or i have to change all my other sprites layers, but not GUI ?

4
TNet 3 Support / Re: How to make some code working on the server side ?
« on: September 03, 2013, 04:47:36 AM »
so, if i dont want my pokker game to be breaked is the authoritative  player leave, what can i do ?

5
TNet 3 Support / Re: automatic tno ID ?
« on: September 03, 2013, 01:48:42 AM »
It work. Tank you

6
TNet 3 Support / automatic tno ID ?
« on: September 02, 2013, 05:14:11 PM »
hello,
is there a way to get automaticly a ID to my TNobject ? or i have to set it myselft ? (it is for multiples environnements éléments, not instantiate mobs)

7
TNet 3 Support / Re: How to make some code working on the server side ?
« on: September 02, 2013, 05:12:30 PM »
If you have the .exe on your own server and isHosting player disconnects, then another player will be assigned the new host (and will return true for isHosting) and gameplay will continue without a break.

In your code, all clients will have the same code but the client who is the group leader (who returns isHosting == true) will be doing the NPC ai etc.

but, i have to deal withj all my functions to be able to be "breaked" and passed to another player, so ?

for my pokker table, (5-10 players), if the isHosting player is leaving, another will be host, and reset the current game ?

8
TNet 3 Support / Re: How to make some code working on the server side ?
« on: September 02, 2013, 12:31:14 PM »
You need to host online, such as amazon EC2, Azure or leaseweb etc for the server if you do not want the authoritative player (isHosting) to close the server.

i have the tnetserver.exe on my server, but, even with this, a player is "isHosting" right ?

9
TNet 3 Support / How to make some code working on the server side ?
« on: September 02, 2013, 08:01:10 AM »
HI
I4m working on a  game. and i want to be sure, some script are working safely on the server side, always online.
how can i do this with TNET ?  my player can join and leave, easily the server, so i dont think i can let a player be the host, for this

10
TNet 3 Support / Re: IS this possible to host the game in webplayer ?
« on: August 26, 2013, 08:05:27 AM »
i have a "game", running on webplayer, using the master server. first player can host, and another can join, using the master server.

can i use the master server with TNET ? or someting ?

11
TNet 3 Support / Re: IS this possible to host the game in webplayer ?
« on: August 26, 2013, 02:50:51 AM »
ok, so i go back to unity's Built in network, and master server, for my multiplayer games

12
TNet 3 Support / IS this possible to host the game in webplayer ?
« on: August 25, 2013, 09:52:38 AM »
Hi, i want to create a little multiplayer game  in the webplayer. is this possible to use the webplayer as host  with TNET? or i hace to  use the Unity's builtin way to network ?

13
TNet 3 Support / How to do a fluid movement ?
« on: August 14, 2013, 05:21:40 AM »
Hello !
I'm using Tnet tfor my game.  And, when i look another player walking, his move is "jerky". ( like this : http://www.youtube.com/watch?v=kRsRyxsye2k&feature=youtu.be )
i have tried to use the autosync on his transform (position & rotation), or, autosync on his rigidBody (position & rotation), or, Rthe TNRigidBody Sync. and it it always jerky.
What should i do ? My game is not  "quick & nervous", so, a little lagg is not an issue, but jerky movement, is a problem.

Should i calculate the interpolation between the 2 previous position myself, and lerp'ing it ? or someting like this ?

Edit : my player prefab have a rigid body, and his child has the renderer
Edit 2 : video added
Edit 3 :  chen i use a rigidBody sync, i got a spam on the console : "parameters do not match signature TNSyncRigidbody.OnSync (System.Int32, System.Single)" as an error

14
Tank you. i'll try this

15
TNet 3 Support / how to sync a player animation with unity 4 animator ?
« on: August 11, 2013, 01:17:02 PM »
Hello, i'm new with Tnet.

I'm working on  a social 3D game. i want to sync my player animation, played with the unity 4 animator.
Is there a easy way to sync the animator parameters ? i saw the "Unity.animator" on the "TautoSync" dropDown menu,  but it dont have my custom animator's prarameters  (Speed, hit, pull..)



So, is there a built-in way to "sync" my animators ? or i have to add a script who drive it, and then, add it on my character ?

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