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Messages - dereklam0528

Pages: [1] 2
1
TNet 3 Support / Re: TNServerInstance.Stop() crash on iOS
« on: August 06, 2014, 08:16:38 PM »
Hi,

Does it happen in current version, 1.9.6b? When is this going to get updated?

2
TNet 3 Support / Re: Start server on the second time fail
« on: July 25, 2014, 01:27:17 AM »
Oh, right. Sorry my bad. I thought the server no longer active when disconnect.  :-\

3
TNet 3 Support / Start server on the second time fail
« on: July 24, 2014, 10:24:18 AM »
Please forgive me that I have very limited knowledge on network stuff, and here I might asking a very silly question. Please forgive me.

I always have an issue with starting a server again after I disconnect the previous connection. So here is the flow:

1. Start server by doing TNServerInstance.Start(5127, 0, null, 5129);
2. Play a game with another iPad via LAN connection
3. Leave Channel after finish
4. Disconnect on leave channel
5. Start server by doing TNServerInstance.Start(5127, 0, null, 5129); again
6. Crash

Is it because I am using the same port again or the server is still active so it crashes after I use the same port or something?

4
TNet 3 Support / Re: UPnP discovery failed after update
« on: July 23, 2014, 10:08:14 AM »
Hi,

I just found it is because of the stripping level, which I previously set to Strip by ByteCode. If I put it into disable, it is working fine now. :P

5
TNet 3 Support / Re: UPnP discovery failed after update
« on: July 22, 2014, 08:03:25 PM »
Yes, I login to Facebook and get access to my Facebook username before starting the server.

6
TNet 3 Support / Re: UPnP discovery failed after update
« on: July 22, 2014, 10:22:07 AM »
Hi,

I try and catch the error and got this:

"An error occurred performing a WebClient request."

Does it help?

P.S. This is on iOS.

Thanks.

7
TNet 3 Support / Re: UPnP discovery failed after update
« on: July 21, 2014, 11:18:02 AM »
Thank you for your reply, it actually solves this problem. That error no longer appears on the logs. But I encounter another issue after I start the server:

"Unhandled Exception: System.Net.WebException: An error occurred performing a WebClient request. ---> System.NotSupportedException: http://icanhazip.com/
  at System.Net.WebRequest.GetCreator (System.String prefix) [0x00000] in <filename unknown>:0
  at System.Net.WebRequest.Create (System.Uri requestUri) [0x00000] in <filename unknown>:0
  at System.Net.WebClient.GetWebRequest (System.Uri address) [0x00000] in <filename unknown>:0
  at System.Net.WebClient.SetupRequest (System.Uri uri) [0x00000] in <filename unknown>:0
  at System.Net.WebClient.DownloadDataCore (System.Uri address, System.Object userToken) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Net.WebClient.DownloadDataCore (System.Uri address, System.Object userToken) [0x00000] in <filename unknown>:0
  at System.Net.WebClient.DownloadData (System.Uri address) [0x00000] in <filename unknown>:0
  at System.Net.WebClient.DownloadString (System.String address) [0x00000] in <filename unknown>:0
  at TNet.Tools.ResolveExternalIP (System.String url) [0x00000] in <filename unknown>:0
  at TNet.Tools.GetExternalAddress () [0x00000] in <filename unknown>:0
  at TNet.Tools.get_externalAddress () [0x00000] in <filename unknown>:0
  at TNet.LobbyServerLink.SendThread () [0x00000] in <filename unknown>:0"

It looks like it has something to do with the external address. But I don't know what to do.

8
TNet 3 Support / UPnP discovery failed after update
« on: July 20, 2014, 08:53:53 AM »
Hello,

I created project a while ago and had been able to create a local server on mobile devices (iOS & Android), which can play game together within the same wifi network (LAN). I didn't update the TNET plugin for a while until today, but once I updated it to the latest version, the UPnP part is not working anymore. It gives the following error message when I run "TNServerInstance.Start(5127, 0, null, 5129);":

UPnP discovery failed. TNet won't be able to open ports automatically.

And the example scene also has the same message, I don't know what to do. Can someone please help me? I was going to upload a APK and ipa today, but now I have to postpone it. :'(

9
NGUI 3 Support / NGUI Camera with SimplePixelizer
« on: May 22, 2014, 09:10:11 AM »
Hi,

I want to add a pixelated effect when I do a scene transition. I found a script that called "SimplePixelizer" (http://u3d.as/content/prozan/simple-pixelizer/30V), and I just need to attach to a camera object. The only issue I found is now when I build it on a mobile device, the FPS drops to 1fps. But if I attach the script to a normal camera obj, it will work just fine. I guess there are some issues between the SimplePixelizer script and the UICamera. Is there anything I can do to make it work? If not, is there any alternative? Thanks.

10
NGUI 3 Support / Re: Texture Packing Error
« on: May 19, 2014, 08:49:56 AM »
Do you mean like set the import setting for iPhone and check the box where it says override for iPhone? I tried, it is still no luck. I notice this is a Unity issue that even if I open a new project, it still does this. And I found out it only does this when the atlas texture become larger than 1024 * 1024. I am not sure if uninstall Unity and reinstall it will help :/

Update: I figured it out. I have some plugin that might cause this problem, I deleted some of them. And that fixed after I switch iOS. I don't know which plugin that makes this issue though. I will find out. Thanks for your help.

11
NGUI 3 Support / Re: Texture Packing Error
« on: May 18, 2014, 06:21:40 PM »
So I messed around with the import setting, and it becomes something like this:





Also I keep getting an error: Unsupported texture format - needs to be ARGB32, RGBA32, RGB24 or Alpha8
But I have set everything into those format, I don't know which texture does it referring to.

Update:
I played with it a little bit more, and I found out the following facts:

1. If I create a new Atlas Texture and slowly add my sprites folder by folder, it becomes like my image below when I just finished adding my sprites from fifth or sixth folder (You can also call it 5th or 6th patch).
2. If I move all the necessary sprite into one single folder, and I create a atlas texture by selecting all. It will create a perfect atlas texture which I can see all the individual sprite. But it is still pretty much like this image.
3. When I create a new atlas texture, the import setting of it has became as "Sprite" all the time, which I remember it should be "Advance" instead.

12
NGUI 3 Support / Texture Packing Error
« on: May 18, 2014, 12:04:05 PM »
Hi,

I have a problem with creating a atlas texture with NGUI. The story starts with I originally create user interface with 2D Toolkit. But then I switched to NGUI. And I was working under Android platform. When I got everything working on Android platform, I switched to iOS. Then all the texture positions are off. See Image:

I did delete the prefab and recreate a new one, and I also delete every texture in the project and import them again. But after I add several sprites into the texture, the whole texture become like this,

I don't know what I can do to fix this. I did try to re-import the package, but it still does it. Can someone explain to me what happen in here? Thank you.

13
TNet 3 Support / Re: Create local server with mobile Android & iOS
« on: April 21, 2014, 08:44:45 PM »
Finally got it solved! For some reasons the sample scene didn't quite work. If I write my own script, then it works. :)

14
TNet 3 Support / Re: Create local server with mobile Android & iOS
« on: April 16, 2014, 08:01:47 PM »
But how come the server list doesn't come out when I host a local server on mobile? Do I really have to type in the IP address manually?

15
TNet 3 Support / Re: Create local server with mobile Android & iOS
« on: April 16, 2014, 11:45:09 AM »
Yes, my Android phone can see the server hosted on the PC, also my PC can connect to my Android phone local server when I hit start server and enter my Android phone ip address directly into my PC.

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