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TNet 3 Support / Re: Preventing Cheating
« on: February 02, 2015, 08:08:56 PM »
Hey guys!

Thanks for mentioning my Anti-Cheat Toolkit here. I know this topic is outdated a bit, but I'd like to shed some light on the ACTk application for any further visitors of this thread.
In first place, it was developed as a fast and easy solution against main type of cheaters - they use Cheat Engine and other tools to look up for variables in memory, they edit registry on windows to cheat PlayerPrefs, they use Cheat Engine's speedhack etc. And it does this job very well as I can see from customers response.
ACTk can be used as part of something more advanced since it provides simple tools to encrypt your data and a good code base to your own advanced solutions.

But ACTk itself is not a tool against advanced cheaters who will edit your IL bytecode, who will reverse-engineer encryption algos, who will use native or root level hacks to cheat Unity Player itself, etc.

So, if you're developing game with some server-based logic and you need robust anti-cheat solution - I'd suggest to not trust client at all, making lot of additional checks on the server side. ACTk still could increase cheater's effort to do his dirty job though.

But if you have no server support in your game ACTk will save you lot of time you possibly would spend on developing own similar anti-cheat solution anyway to get rid of lots cheated results in your highscore tables.

I hope this explanation will help someone to make right decisions while thinking on anti-cheat solution for some specific game.

2
NGUI 3 Support / Re: Atlasmaker / Fontmaker problem
« on: July 22, 2014, 07:34:37 AM »
Switching textures to GUI then to Advanced doesn't work for me =(

Here is how I try to do it:
- Create new 2D project.
- Import NGUI
- Drag&Drop 2 textures to the Project view
- Select both textures
- Change type to GUI, press Apply
- Change type to Advanced, press Apply
- Open Atlas maker (two textures still selected) and press Create

As result, I get this error:
importer.GetNPOTScale() == TextureImporter::kNPOTKeep
...

Here is imported texture settings:
http://i.imgur.com/UoqSwGT.png

Even if it worked fine I'm afraid it's going to be a huge dip in workflow: I need to make sure everyone from team knows about textures tuning for atlas maker and we all should keep it in mind every time we import new textures in the project.
Would be great if NGUI tuned then itself before generating atlas if it's possible.
I'm not sure Unity guys going to fix this issue (it's already 4.5.2p1 and still no fix knowing bug was introduced in 4.5).

3
NGUI 3 Support / Re: Atlasmaker / Fontmaker problem
« on: July 15, 2014, 11:49:12 AM »
This bug still reproduces on Unity 4.5.2 and NGUI 3.6.8.
I get "importer.GetNPOTScale() == TextureImporter::kNPOTKeep" etc. when I create new atlas from any imported textures (advanced import settings doesn't help) in absolutely empty project (it contains NGUI and 2 textures only).

It reproduces when I create new 2D project in Unity. And everything works fine if I create 3D project.

4
NGUI 3 Support / Re: Multiresolution Development
« on: August 31, 2012, 08:44:32 AM »
Thanks for your answer, but in this case scaling will occur on resolutions differ from the original SD/HD thus textures will have different artifacts on them...

5
NGUI 3 Support / Multiresolution Development
« on: August 31, 2012, 05:37:19 AM »
1. Hey, I have searched a forums on this topic and found a bunch of answers but some it's aspects are not covered there.
When I don't use Automatic flag on UIRoot, all NGUI will be scaled while running on any resolution differs from the original GUI designed for. It's OK, but all assets are visually degrade from this, I see some artifacts and pixels mess on different sprites after scaling. Is it possible to smooth all GUI after scaling somehow without using AntiAliasing?

2. For now I see only one option to support different resolutions and keep UI clean and nice - use Automatic UIRoot flag, prepare different Atlases sets for different resolutions (SD, HD, etc.) and set desired atlas to the reference atlas on application run.
Thus I'll have always clean and without any artifacts UI on different resolutions. But as side effect of this, UI will look not the same on different resolutions because one Atlas is used to the some range of resolutions and UI will not be scaled, so it will be bigger\smaller depending on resolution.

Please, tell me am I right about this?

3. PS: should I always place any widgets on child Panels? Is it bad practice to place some widgets on the root panel?

Thanks!

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