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Messages - neeraj

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16
TNet 3 Support / Re: What's the best way to do matchmaking?
« on: June 13, 2016, 09:29:37 AM »
Hello,
The prototype that i am working on is similar to a billiards game (https://en.wikipedia.org/wiki/Carom_billiards)
Trying to figure out how to go about a match making system for that,

Right now the Game Flow is very simple and only 2 players can play.

Menu Scene (Press Join to Start Game) only uses Channel 1 so only a single session is possible.
Game Scene (Player Spawns and waits for player 2)
When both are ready, game starts!

so if i want a match making system using RFC how should i go about that?

Learning Tnet so that we can start a full fledged multiplayer game soon, please excuse all the questions.
Thank you! :)

17
TNet 3 Support / Re: Latency / Ping
« on: June 12, 2016, 11:53:04 PM »
Thanks a lot ArenMook,
I will implement the position sync and test it out.

18
TNet 3 Support / Latency / Ping
« on: June 12, 2016, 10:11:01 AM »
Hello ArenMook,
I am making a small prototype of an MP game with Rigidbodies(using Rigidbody autosync), i have hosted a server on my PC and the pings that i get from a PC build and Editor when using public IP is ranging from 20 to 200 ms. The experience is laggy, is there anything to keep in mind while doing it? or syncing rigidbodies is a bad idea?

I was testing it with multiple settings for data transfer from 10 - 30 times per second. Also tried marking it as important.

19
Oh ok i wanted the child to sync..TNobject was in the parent. Ok anyways its working with RFC now. Thanks.

20
I am using a RFC now, its working properly but for some reason AutoSync does not work.

21
Hello ArenMook, Sorry for not explaining it properly earlier.

I am using AutoSync just for the initial setup, i will change it after doing the basic game loop.
Well i am trying to Sync Player rotation, for some reason the error has stopped but the player rotation does not sync.

The Transform component that i want to sync is the child of TNetBehaviour which has the auto sync script on it.

I have attached a screenshot.

Thank you! :)

22
I am using TNET 3.0, i am still getting an error for player Object. Should i use this or is there something i am doing wrong?

23
TNet 3 Support / Re: Friends list Invite Session.
« on: July 24, 2015, 03:48:48 PM »
ok thanks, ill check on it!

24
TNet 3 Support / Re: Friends list Invite Session.
« on: July 24, 2015, 09:40:25 AM »
I meant, if i am using facebook friends as a medium to connect, how should i connect to another user for a game session?

I have not explored Tnet much yet. So pardon my noobness :P

25
TNet 3 Support / Friends list Invite Session.
« on: July 23, 2015, 02:03:23 AM »
Hey ArenMook,
I was wondering about how can this be implemented, say with facebook friends list. Can you point me to the right direction?

Loving Tnet btw! Great work!

Thanks in advance.

26
NGUI 3 Support / Re: Corrupted Fonts
« on: May 17, 2015, 07:28:14 AM »
Should i just import it again? or delete the NGUI folder before importing the updated plugin?

27
NGUI 3 Support / Re: Corrupted Fonts
« on: May 12, 2015, 03:41:19 AM »
Will there be any problem if i want to update to the latest version of NGUI? because there are a lot of UI elements.

28
NGUI 3 Support / Re: Corrupted Fonts
« on: May 09, 2015, 05:02:54 AM »
I am using Unity 5.0.1f1 and NGUI 3.0.9 f7.

29
NGUI 3 Support / Re: Corrupted Fonts
« on: May 08, 2015, 12:34:22 AM »
Its a predefined text, i am just turning it on and off. The font name is Sergio Symbol, its a bitmap font created using NGUI. It does not happen in the build (Editor only) but its difficult to work with. Some times a unity restart fixes it.

30
NGUI 3 Support / Corrupted Fonts
« on: May 07, 2015, 04:15:12 AM »
I am having issue with one of the fonts, it gets corrupted. A restart sometime fixes it.
Can anyone point out the issue?

PS: Other bitmap fonts work fine and i recreated the same font to check if it fixes it but it does not.

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