Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Quan

Pages: [1]
1
TNet 3 Support / Objects carried over from scenes seem to loose RFC
« on: April 23, 2016, 09:28:54 PM »
I have a bunch of gameobjects that get loaded in a scene with the UI. Things like chat and the player spawning system. These were set with DontDestroyOnLoad so they would carry over with scene changes.

This seemed to work fine a while back ( Maybe pre 3.0 upgrade ) but now it seem like the RFC are being dropped once the level changes.

EG I can send this but no error or message appears on the host or client:

chatInstance.tno.Send("NewMessage", Target.All, who, uid, message);

I have gotten them going again by adding a instance of the chat system to every scene.

2
TNet 3 Support / TNManager.SetPlayerData lag
« on: April 19, 2016, 05:51:22 AM »
I am trying to save a array of int to each play to hold their current inventory but what I am finding is when the save is happening it causes the client to freeze as the data is being sent.

According to the server I am only saving 124 bytes. Is this normal behavior to have the client freeze ?

I was saving every time they picked up a item and also when dropping to avoid data loss if the client disconnects, crashes or switches scenes.

I am wondering when the best time is to send data to the server to be saved ?

3
Since upgrading to 3.0 I have been having issues with sending data to a prefab as its being created. This worked in 2.1 fine.

When a player joins the event is triggered on all other players where they tell the new player where they are and where they are going so things sync up. When I try to do this now I get the warning:

[TNet] Trying to execute a function 'WarpToPos' on TNObject #16777214 before it has been created.

I could delay the warp call but it would mean the warping is visible to the user, also I could hide all the renders but I am wondering if there is a easier way to do this with 3.0 ?

Thanks

4
TNet 3 Support / Tnet 3.0 editor freeze
« on: March 12, 2016, 08:48:27 PM »
I have noticed my editor will sometimes freeze if I touch a Gameobject with TN Manager script attached to it.

Some times it comes right, other times it just stays frozen and I have to end the editor process. This is before I even put the editor into play state.

I am also getting lockups just after hitting play.

5
I am using TNet 2.0.0 and have just noticed that TNManger.isHosting isn't being updated to a new host when the old one leaves.

I have no idea what could be stopping it from switching hosts and I seem to remember it working in a older version.

6
TNet 3 Support / UDP Issues on some routers
« on: July 19, 2013, 06:08:59 PM »
I have run into issues using UDP and certain routers. Using the examples as a test I find that example 3 with sendquickly doesn't update the cubes positions until the mouse is released.

I have checked that Universal Plug & Play is enabled on both the router and PC and the program reports that UDP is enabled but nothing gets sent or received. If I set the UDP port then port map it on the router example 3 works fine.

The Two routers I know that are giving issues are:

Belkin F5D8236-4v1
TPLink TD-W8960N

As far as I can tell TCP isn't giving any of these issues.

Thanks

Pages: [1]