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Messages - Deozaan

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TNet 3 Support / Re: OSx and Win7 difference
« on: March 01, 2013, 11:05:07 AM »
In case it is significant we're still using the last version of Unity 3 Pro, (3.5.6f4).

Just FYI, the last version of Unity 3.x is 3.5.7f6. Unless there's a difference in version numbers between Pro and Free/Indie versions.

TNet 3 Support / Re: How To Generate dynamic Channel?
« on: February 28, 2013, 12:49:06 AM »
So a Channel can be thought of like an MMO instance/zone?

TNet 3 Support / Re: 1.5.0 issue with TNDiscoveryServer - or is it just me?
« on: February 20, 2013, 05:06:35 AM »
Well now, there is some documentation aside from the well-commented code! :P

Yes, and that's a decent start. But it's not nearly comprehensive enough, IMO. Everything that is in bold on that page should be a link to more specific documentation that tells what it does and how to use it.

TNet 3 Support / Re: RFC question
« on: February 19, 2013, 04:23:04 AM »
thanks it is works great. Can you please show me code also for that parenting - for better understand RFC?

Can any one please show how to call RFC for this code?
  1. transform.parent = cube_gen.ter_position[cube_gen.terrain_i].transform.parent

Can't you just put that code inside an RFC, like you had it in your first example?

TNet 3 Support / Re: 1.5.0 issue with TNDiscoveryServer - or is it just me?
« on: February 18, 2013, 09:55:23 PM »
Would love a quick tutorial on best way (with sample code) to start a server, lobby scene (with best practice for using channels), launching a scene, instantiating a character, and then best way to get rid of character when they leave or player inadvertantly shuts down, back into lobby, etc.

YES PLEASE! I can tell that TNet is powerful and useful, but I'm so confused as to how to use it. What the heck is a channel? What's the proper way to use one? How do I get a simple character (and only one) to appear for each player? How do I make sure it gets removed from the game when a player leaves/disconnects and so forth?

The documentation is severely lacking. The scripts themselves are very well documented, but how am I supposed to even know what functions/features to look for without reading every single script? I don't want to read every script. If I wanted to understand the inner workings behind TNet then I would learn it all and program something like it myself. I just want to know how to use the tool I bought. I need documentation that tells me how to interact with TNet.

(And please don't take this as insulting/complaining/grumpiness. I'm just really excited to use TNet because as I said, I can tell it's powerful and very useful. I'm just frustrated I can't dive into the documentation and learn how to use it (and leave you alone in peace!) because there isn't really any documentation.)

TNet 3 Support / Re: RFC Not Being Called
« on: February 18, 2013, 09:41:17 PM »
Try using tno.isMine instead of TNManager.isThisMyObject, and do the SetUpPlayer logic in Start() rather than awake.

Btw, why call this function via RFC anyway? You're calling it on all clients.. and the value is the same. You might as well just set the renderer material's color in the Start function as-is.

Moving SetUpPlayer into Start() fixed the RFC not being called.

If it isn't obvious, I really have no idea what I'm doing as far as the networking goes. What I'm trying to do is simply spawn a capsule for each player that joins the scene/level/channel and give it a random color, and give it controls only for the player it belongs to.

I have the capsule spawning. But joining the channel multiple times causes more and more and more of them to be spawned. For some reason this code isn't despawning them, or actually, it is sometimes, but there is always at least one extra one one:

  1.         void OnNetworkPlayerLeave(Player pl) {
  2.                 if (TNManager.isHosting && == TNManager.objectOwnerID) {
  3.                         TNManager.Destroy(gameObject);
  4.                 }
  5.         }
  7.         void OnNetWorkLeaveChannel() {
  8.                 if (tno.isMine) {
  9.                         TNManager.Destroy(gameObject);
  10.                 }
  11.         }

TNet 3 Support / RFC Not Being Called
« on: February 18, 2013, 08:05:26 PM »
The following RFC is never called. The log message "Color should be changed" never appears. What am I doing wrong? I know that SetUpPlayer is being called because the log message is appearing from in there. But SetColor is never called.

  1. [RequireComponent(typeof(TNObject))]
  2. public class PlayerCapsule : TNBehaviour {
  4.         void Awake() {
  5.                 if (TNManager.isThisMyObject) {
  6.                         gameObject.AddComponent<Controls>();
  7.                         SetUpPlayer();
  8.                 }
  9.         }
  11.         void SetUpPlayer() {
  12.                 ColorHSV col = new ColorHSV(Random.Range(0f, 1f), 0.5f, 0.5f);
  13.                 Debug.Log("Color is setup as " + col.ToString());
  14.                 tno.Send("SetColor", Target.AllSaved, col.ToColor());
  15.         }
  17.         [RFC]
  18.         void SetColor(Color col) {
  19.                 renderer.material.color = col;
  20.                 Debug.Log("Color should be changed.");
  21.         }
  22. }

I'm really stumped. I don't know why this isn't working. The even stranger thing is that this did work properly, before I added the object to the TNManager Object List. . .

TNet 3 Support / Re: 1.5.0 Example Menu doesn't show LAN Servers List
« on: February 18, 2013, 05:27:30 PM »
I'm so confused... After not knowing what to do and just watching YouTube videos for a while, I decided to just press on. And now it seems to be working properly.

I didn't change anything.

Oh wait! I can think of one thing I changed... I had an old version of the server running on another PC on my network (using the same ports). That PC is no longer running the server... And now the server list works.

Yep! That's it. Starting up that server again makes the LAN list disappear again. Interesting.

TNet 3 Support / Re: 1.5.0 Example Menu doesn't show LAN Servers List
« on: February 18, 2013, 05:21:51 PM »
By the way, I'm on Unity 3.5.7 (Free), if that makes any difference.

TNet 3 Support / Re: 1.5.0 Example Menu doesn't show LAN Servers List
« on: February 18, 2013, 05:01:13 PM »
It might be something to do with your modifications. Try importing TNet into a brand-new project -- it works as expected.

I did that. Same problem.

TNet 3 Support / Re: 1.5.0 Example Menu doesn't show LAN Servers List
« on: February 18, 2013, 04:52:56 PM »
How do you start the server? The example that comes with TNet works properly.

I'm just clicking the "Start a Local Server" button that came with the example.

EDIT: I just created a brand new project and imported TNet and I'm getting the same issue, so I'm pretty sure it's not a problem with how I upgraded. Here's another screencast showing it off in the Vanilla TNet project:

TNet 3 Support / [SOLVED] 1.5.0 Example Menu doesn't show LAN Servers List
« on: February 18, 2013, 04:26:44 PM »
I have to admit that I'm finding it very difficult to figure out TNet. Mostly because while there is some documentation on what TNet is, there is almost no documentation with instructions on how to use it. But I suppose that's besides the point.

This thread is to inform you that I've also noticed that some things worked in v1.3.1 but in v1.5.0 are having problems.

For example, the Example Menu will no longer display the server list. It just sort of bounces slightly as if its going to move over for the server list, but then it bounces back into place and the server I just started never shows up on the right hand side like it used to. Apparently the Known Servers keeps jumping back and forth from 0 to 1, but spends most of its time as 0, so it never shows the LAN server list.

I modified the Example Script so that it always shows the LAN server list, but the server itself keeps blipping in and out of existence too quickly to click, every couple of seconds.

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