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Messages - Eskinto

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1
TNet 3 Support / version 2.1.0 RFC issue
« on: June 10, 2015, 09:49:38 AM »
Hello,

I've found an issue/bug when upgrading from Tnet v2.0.4 to the latest v2.1.0, suddenly none of my RFC calls get called, I get no warning/error on the console, and it seems to happen only when not connected to a server

tested on both Unity 5.0.2, and 5.1

Edit: I can replicate it just by opening a new project, importing Tnet 2.1.0, opening "Tnet/Examples/Scenes/Example 1" and clicking on the cubes, nothing happens on 2.1.0, works fine on 2.0.4

2
TNet 3 Support / Re: Target.All lags on host
« on: April 02, 2015, 06:27:07 AM »
Thank you Aren, when you put it that way it does make sense, I guess with less lag it won't be as noticeable!

3
TNet 3 Support / Target.All lags on host
« on: March 31, 2015, 09:13:44 AM »
Hello there,

I'm having a lag issue when calling RFC functions locally as a host, when connected to a remote server that has about 600ms ping.

I get the same issue on the TNet Example scenes, namely clicking on a cube to change it's color:

tno.Send("OnColor", Target.All, color);  -> This is the default line, and has about a 1 second delay locally

changing it to:

tno.Send("OnColor", Target.Host, color); -> This runs instantly as expected

is this intended? it makes sense that Target.All should run instantly locally

thanks a lot for your help,
Vic


4
TNet 3 Support / Assign TN Object ID on runtime
« on: March 31, 2015, 08:50:49 AM »
Hello! thanks for an amazing plugin, it's made moving from single-player to multiplayer extremely easy :)

I'm using PoolManager (a prefab-recycling plugin) to pool/recycle prefabs instead of using instantiate/destroy, the game needs this because we spawn/despawn a lot of prefabs on runtime

The problem I'm having is that when the level loads and the prefabs get instantiated, their TNObjects don't have a unique ID, and this throws an error

My workaround so far has been:

Modifying the TNObject script to do a "UniqueCheck()" on Awake(), removing the If Editor checks and so on...

I'm not sure what's the best way to do this, since it's going to run on all the clients and it might give inconsistent results eventually, any ideas?

thanks!

5
Other Packages / Re: NGUI: HUD Text
« on: February 24, 2014, 11:34:02 AM »
Hello, I have a question about using custom Dynamic font materials with HudText

In the updated UILabel is very easy to use a custom font material, but the option is not available on HudText, is there an easy way to set the material, I wanted to frankenstein the feature myself, but couldn't get it to work  :P

thanks!

6
NGUI 3 Support / Re: Color tags not working in v2.0.7
« on: January 14, 2014, 07:04:06 PM »
Updated the typewriter script for NGUI 3 and up with encoding support, for older versions use the ones above! hope this helps  ;)

  1. using UnityEngine;
  2.  
  3. /// <summary>
  4. /// Trivial script that fills the label's contents gradually, as if someone was typing.
  5. /// </summary>
  6.  
  7. [RequireComponent(typeof(UILabel))]
  8. [AddComponentMenu("NGUI/Examples/Typewriter Effect")]
  9. public class TypewriterEffect : MonoBehaviour
  10. {
  11.         public int charsPerSecond = 40;
  12.         UILabel mLabel;
  13.         string mText;
  14.         int mOffset = 0;
  15.         float mNextChar = 0f;
  16.  
  17.         void Update ()
  18.         {
  19.                 if (mLabel == null) {
  20.                         mLabel = GetComponent<UILabel> ();
  21. //                      mLabel.supportEncoding = false;
  22.                         mLabel.symbolStyle = NGUIText.SymbolStyle.None;
  23.                         mText = mLabel.processedText;
  24.                 }
  25.  
  26.                 if (mOffset < mText.Length) {
  27.                         if (mNextChar <= RealTime.time) {
  28.                                 charsPerSecond = Mathf.Max (1, charsPerSecond);
  29.                                
  30.                                 // Periods and end-of-line characters should pause for a longer time.
  31.                                 float delay = 1f / charsPerSecond;
  32.                                 char c = mText [mOffset];
  33.                                 if (c == '.' || c == '\n' || c == '!' || c == '?')
  34.                                         delay *= 4f;
  35.                                
  36.                                 mNextChar = RealTime.time + delay;
  37.                                 //if (mText.Substring(mOffset,1)==" ") mOffset+=2;     
  38.                                 if (mText.Substring(mOffset, 1)=="[") {
  39.                                         if (mText.Substring(mOffset,2)!="[-") {
  40.                                                 mOffset+=8;
  41.                                         } else {
  42.                                                 mOffset+=2;
  43.                                         }
  44.                                 }
  45.                                 mLabel.text = mText.Substring (0, ++mOffset);
  46.                         }
  47.                 } else
  48.                         Destroy (this);
  49.         }
  50. }
  51.  

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