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Topics - thelebaron

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TNet 3 Support / stackoverflowexception tnet & astar pathfinding
« on: June 17, 2014, 02:18:41 AM »
I'm trying to couple the Astar pathfinding project with tnet, and sending the path over via rfc seems to cause a stackoverflowexception, maybe the path is too much data? Besides performance issues of sending alot of data, is there a limit of what can be sent(I believe what is being sent is a list of vector3's, how much exactly Im not sure). I was wondering if you knew of any multiplayer enabled pathfinding solutions, this seems to be something I havent had any success in finding for unity.

2
TNet 3 Support / Putting the TNet folder into the plugins directory?
« on: June 13, 2014, 02:36:33 AM »
I was wondering if TNet will function properly from there, Im trying to get it to work in conjunction with Behaviour Designer and the only way I can see of making it work is by dropping the TNet folder in the Assets/Plugins folder, however that seems to break the TNAutoSync script(after doing when adding this script it says "multi-object editing is not supported" - even if only one object is selected). Are there any other pitfalls of attempting this?

3
TNet 3 Support / Multiple rfc calls during lag, tips to avoid?
« on: April 19, 2014, 08:43:22 PM »
Alright I have a simple setup where an rfc will be called during the death of an object, but I am assuming that when there is lag due to physics, it seems like the rfc gets called a bunch of times.  I'm not really sure how to prevent this, any tips?

video example https://onedrive.live.com/#cid=8D4EBD699F0CC823&id=8D4EBD699F0CC823%2114400&v=3


  1.  
  2.                 if(TNManager.isHosting && health <= 0)
  3.                 {
  4.                         // Die if no health left
  5.  
  6.                         tno.Send ("NetworkDestroyObject", Target.AllSaved);
  7.                
  8.                 }
  9.  
  10.  
  11.  
  12.  
  13.         [RFC]
  14.         public void NetworkDestroyObject()
  15.         {
  16.         Debug.Log("Killobject d Received");
  17.         if (TNManager.isHosting)
  18.                 {
  19.                 TNManager.Create(ragdollPrefab, this.transform.position, this.transform.rotation);
  20.                 //Debug.Log("Hosted object should be destroyed!");
  21.                 TNManager.Destroy(this.gameObject);
  22.                
  23.                 //Destroy(gameObject);
  24.                 }
  25.    }
  26.  

These are the bits specifically that handle the death bit.

4
TNet 3 Support / rfc's over autosync?
« on: February 27, 2014, 03:20:25 AM »
Just wondering, besides things the fact that rfc's give you more control over things, is there a reason to use them over TNAutosync for basic stuff like position and rotation? I see in the multiplayer starter game kit the controller has both rfcs and an autosync setup for movement/position, can someone tell me why both are needed?

5
TNet 3 Support / Exception has been thrown by the target of an invocation.
« on: February 23, 2014, 02:36:26 AM »
Not really sure why Im getting it but Im currently getting this error in the log constantly but the autosync still works(albeit it looks jumpy).

Exception has been thrown by the target of an invocation.
TNAutoSync.OnSync (UnityEngine.Quaternion, UnityEngine.Vector3)
UnityEngine.Debug:LogError(Object)
TNet.UnityTools:PrintException(Exception, CachedFunc, Object[]) (at Assets/TNet/Client/TNUnityTools.cs:83)
TNet.UnityTools:ExecuteAll(List`1, Byte, Object[]) (at Assets/TNet/Client/TNUnityTools.cs:162)
TNObject:Execute(Byte, Object[]) (at Assets/TNet/Client/TNObject.cs:310)
TNObject:FindAndExecute(UInt32, Byte, Object[]) (at Assets/TNet/Client/TNObject.cs:334)
TNManager:OnForwardedPacket(BinaryReader) (at Assets/TNet/Client/TNManager.cs:826)
TNet.GameClient:ProcessPacket(Buffer, IPEndPoint) (at Assets/TNet/Client/TNGameClient.cs:684)
TNet.GameClient:ProcessPackets() (at Assets/TNet/Client/TNGameClient.cs:627)
TNManager:Update() (at Assets/TNet/Client/TNManager.cs:834)

6
TNet 3 Support / Firing state via RPCs only occurs on host?
« on: February 17, 2014, 04:38:59 PM »
I have an RPC to send the firing state but it only seems to register on the host to client but not client to host, when the client fires nothing happens

 tno.send("Fire", Target.All);

So Im just going by what was mentioned here(http://www.tasharen.com/forum/index.php?topic=6728.msg31607#msg31607), actually its just the firing state not the on/off but anyway it only seems to register on the host. the full code is a little convoluted as Im trying to get it to work with ufps. I know it doesnt seem like much to go on, but is there something completely obvious I am missing in doing this?


let me just modify this by adding is this something to do with having subobjects of the main gameobject having tnobjects which dont seem to get an assigned number?

7
TNet 3 Support / TNet syncing issue
« on: January 06, 2014, 11:28:23 AM »
So I am just starting out with tnet, switching from photon. Im also rather new to coding so anyways.
Im having a issue where objects that already exist within a scene dont really seem to sync in terms of position(using TNAutosync observing position and rotation), whereas objects that are instantiated using TNautocreate do get synced.
They are the same prefabs, so Im wondering what Im doing wrong?

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