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Messages - nah0y

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31
NGUI 3 Support / Re: UITable Horizontal?
« on: May 29, 2014, 11:27:04 AM »
Hum.... Yes but I mean unlimited number of column.
Right bow if I want it to be vertical, I just need to set column to 1, but if I only want horizontal, I should set it to 9999? (Or over 9000!)

32
NGUI 3 Support / UITable Horizontal?
« on: May 29, 2014, 03:15:47 AM »
Hello,


Is there a particular reason there is no horizontal direction mode for UITable?

33
TNet 3 Support / Re: v1.9.0 error
« on: May 27, 2014, 10:28:42 AM »
Reading Unity 4.5 release notes, there is :
- Mac OS X Standalone: Fix GetAllNetworkInterfaces.


So maybe this will fix the issues we had...

34
TNet 3 Support / Re: tno.Send VS tno.BroadcastToLAN
« on: May 27, 2014, 12:18:40 AM »
OK so :
- tno.SendBroadcast for server discovery.
- tno.Send(Target.Broadcast) for RFC call when not on same channel
- tno.Send(Target.X) otherwise

Right?

35
TNet 3 Support / tno.Send VS tno.BroadcastToLAN
« on: May 26, 2014, 10:42:24 AM »
Hello,

Can you tell me what's the difference between these two?

Thx.

36
TNet 3 Support / Re: TNet Roadmap
« on: May 26, 2014, 10:30:48 AM »
Yup, host migration is seamless, but if one of the players is also running the server and he happens to lose his internet connection it'd be nice if one of the other players picked up the slack.

+1
That would be awesome.

I'm glad I saw this post because doing that was on my TODO list :)

37
NGUI 3 Support / Re: Issue with NGUI 3.5.9
« on: May 15, 2014, 11:27:02 AM »
Yes, this must be a pain in the ass to test...
Should have a bash script that will open a demo project in every Unity version you have and run a sall test :)

38
NGUI 3 Support / Issue with NGUI 3.5.9
« on: May 15, 2014, 08:33:06 AM »
In UIDrawCall.cs line 292 there is:
  1. #if !UNITY_3_5
  2.         string[] keywords = mMaterial.shaderKeywords;
  3.         for (int i = 0; i < keywords.Length; ++i)
  4.                 mDynamicMat.EnableKeyword(keywords[i]);
  5. #endif
  6.  

But EnableKeyword is not available in Unity 4.1.2 so there's an error.
Of course if you don't want to support 4.1.2 that's your choice, but on Twitter you said you would drop support in the NEXT release, not this one :)
I have removed these lines for now.

39
TNet 3 Support / Calling StartUDP multiple times
« on: May 14, 2014, 12:10:40 PM »
Okay, this is totally my fault, I had an issue with TNet, but this was because I called TNManager.StartUDP once, and call it again after some specific action.
Shouldn't you add something like, check if udp has already been started and if that's the cased, return false (instead of true) ?

40
TNet 3 Support / Re: Issue with serialization over RFC?
« on: May 13, 2014, 10:01:19 AM »
Thanks! Working like a charm :)

41
TNet 3 Support / Issue with serialization over RFC?
« on: May 12, 2014, 05:32:10 PM »
Hello,
I'm trying to send a custom class via a broadcast, and get it via a RFC method.

Here is the class:
  1. [Serializable]
  2. public class GameData : IBinarySerializable
  3. {
  4.         public int id { get; private set; }
  5.         public string name { get; private set; }
  6.         public string spriteName { get; private set; }
  7.         public int hostID;
  8.  
  9.         public GameData(int id, string name, string spriteName)
  10.         {
  11.                 this.id = id;
  12.                 this.name = name;
  13.                 this.spriteName = spriteName;
  14.  
  15.                 hostID = int.MinValue;
  16.         }
  17.  
  18.         public void Serialize(BinaryWriter writer)
  19.         {
  20.                 writer.Write(id);
  21.                 writer.Write(name);
  22.                 writer.Write(spriteName);
  23.                 writer.Write(hostID);
  24.         }
  25.  
  26.         public void Deserialize(BinaryReader reader)
  27.         {
  28.                 id = reader.ReadInt();
  29.                 name = reader.ReadString();
  30.                 spriteName = reader.ReadString();
  31.                 hostID = reader.ReadInt();
  32.         }
  33. }
  34.  

and in an empty scene, with just the following script attached to the camera (and a TNObject with ID 1):
  1. public class Test2 : TNBehaviour
  2. {
  3.         void Start ()
  4.         {
  5.                 Debug.Log(TNManager.StartUDP(12345));
  6.         }
  7.        
  8.         void Update ()
  9.         {
  10.                 if (Input.GetKeyDown(KeyCode.S))
  11.                 {
  12.                         GameData gameData = new GameData(5, "Hello", "World");
  13.                         gameData.hostID = 25;
  14.                         tno.BroadcastToLAN(12345, "OnGameCreatedRFC", gameData);
  15.                 }
  16.         }
  17.  
  18.         [RFC]
  19.         void OnGameCreatedRFC(GameData gameData)
  20.         {
  21.                 Debug.Log(gameData);
  22.         }
  23. }
  24.  

Calling Debug.Log(gameData) return null.

Any idea why?
Thanks!

42
TNet 3 Support / Re: Channel List callback?
« on: May 12, 2014, 11:49:53 AM »
Hum... it seems in fact I need a single class, that will handle all the sending broadcast and receiving via RFC.
And from this class, I would inform whatever class I want right?

Because everyone need to share the same GameObject that can send/receive RFC calls right?

43
TNet 3 Support / Re: Channel List callback?
« on: May 11, 2014, 04:23:53 PM »
Hum... I'm trying to send a broadcast from one class, and have a RFC method in another class, but that does not seem to work.

Currently, in my class GamesUI, I do:
  1. tno.BroadcastToLAN(TNManager.listeningPort, "OnGameCreated", gameData);
(by the way, do I really need to use tno just to send a broadcast? Because of that my class do not derive from Monobehavior but from TNBehavior, and I have to attach a TNObject to the GameObject in the scene).

And in a CreatedGamesUI class, I have:
  1. [RFC]
  2. void OnGameCreated(GameData gameData)
  3. {
  4.         addGame(gameData.id);
  5. }

But I have the error message:
Quote
Unable to execute function 'OnGameCreated'. Did you forget an [RFC] prefix, perhaps?
GameObject: "UI Root/Camera/Home/2-PickGame"

44
TNet 3 Support / Re: Channel List callback?
« on: May 11, 2014, 04:08:20 PM »
Hum, yes that's a good idea.
But that means if players connect after broadcasting, they will have to make the request.
Sounds good :)

45
TNet 3 Support / Re: v1.9.0 error
« on: May 11, 2014, 10:49:14 AM »
It seems I have the same issue.
I've logged some information, and the issue seems to come from TNTools.cs in the get of networkInterfaces.

I'm on an iMac, and NetworkInterface[] list = NetworkInterface.GetAllNetworkInterfaces(); give me a list of 9 items.
After that, for each item you test if they support IPv4 and if OperationalStatus == OperationalStatus.Up, here is the result for the 9 items :
(name - support IPv4 - operationalStatus)
lo0 - True - Unknown
gif0 - False - Unknown
stf0 - False - Unknown
en0 - False - Unknown
fw0 - False - Unknown
en1 - True - Unknown
en4 - False - Unknown
en5 - False - Unknown
p2p0 - False - Unknown

I'm on Skype if you need any more information.

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