Recent Posts

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91
TNet 3 Support / Re: Quick call of server stop results in editor/build freeze
« Last post by JayJay on January 23, 2018, 10:32:04 AM »
Hey,

sorry for the late reply, I had my fair share of issues with Vuforia, which delayed working on the network part.

It is just something I stumbled upon, when I did some UI debugging. I would've preferred an event to register to but your solution should most certainly work better than a fixed delay, thanks.

/edit
Unfortunately TNet.TNServerInstance.isActive does not fix my problem, since it is set true straight away when the Server is started. Like I wrote this seems like a threading issue. I will take a look at the example to see whether or not the issue is on my side (which it most likely is).

/edit2
Also breaks in the example.
92
NGUI 3 Support / Load new Scene on Button Press
« Last post by sunny-becks on January 22, 2018, 02:52:19 AM »
Hi, i am new to ngui. I want jump to the next Scene on Button Press. It works, but it is not very flexible.

public void OnClick ()
{
SceneManager.LoadScene (1);
}

How can i have a public int that i can change on the Button it self? The public int is not shown in Inspector like in Unitys Ui system.
I want to have something like this or a better way to organize things. Any ideas? Thanks for your time

   public int changeScene;

      // Use this for initialization
      public void OnClick (){
         SceneManager.LoadScene (changeScene);
      }
   }



93
TNet 3 Support / Re: How to use GameServer.onPlayerConnect
« Last post by devomage on January 19, 2018, 07:33:26 PM »
the above is for a client.  if you indeed want to add code to TNGameServer.cs

-- inside Start() and Stop() add your listeners:

  1. //start
  2. onPlayerConnect += MyMethod_OnPlayerConnect;
  3.  
  4. //stop
  5. onPlayerConnect -= MyMethod_OnPlayerConnect;
  6.  
94
TNet 3 Support / Re: How to use GameServer.onPlayerConnect
« Last post by devomage on January 19, 2018, 07:26:20 PM »
this is covered in the tutorials...

http://www.tasharen.com/forum/index.php?topic=13953.0

  1. private void OnEnable()
  2. {
  3.         TNet.TNManager.onConnect += OnConnect;
  4. }
  5.  
  6. private void OnDisable()
  7. {
  8.         TNet.TNManager.onConnect -= OnConnect;
  9. }
  10.  
  11. private void OnConnect(bool success, string message)
  12. {
  13.         if (success)
  14.         {
  15.                 Debug.Log("player connected");
  16.         }
  17. }
  18.  
95
TNet 3 Support / How to use GameServer.onPlayerConnect
« Last post by Doomlazy on January 19, 2018, 12:00:52 PM »
How do you use GameServer.onPlayerConnect ?

For example to print("player connected"); when a play connects to the game server.
96
NGUI 3 Support / Re: Sprite Atlas Transparency Issues
« Last post by andrejvojtas on January 19, 2018, 11:26:27 AM »
I'm also having issues with transparency in atlas creation. The resulting image is a 24-bit PNG instead of a 32-bit one, so the alpha is completely discarded. Furthermore, the "Alpha Is Transparency" toggle gets unchecked on all the textures that are added to an atlas, which disables their transparency. This means if they're used elsewhere in the project, they lose their transparency and this also breaks Unity's preview of some textures - for instance completely white icons, where only alpha channel varies become completely white and it's impossible to visually tell them apart.

Using Unity 2017.3.0f3 + NGUI 3.11.4. Attaching the actual output and the source images I arranged in what would be a desired result (checkerboard added for emphasis).
97
NGUI 3 Support / Switching among shaders is not working properly
« Last post by sb_007 on January 19, 2018, 08:17:26 AM »
Switching between Transparent Colored (in built) & Transparent GrayScale(self made), needs sprite to be disabled->enabled.
Need some suggestions. 
98
TNet 3 Support / Re: TNet 3 and Unity 2017
« Last post by ThreadLok on January 18, 2018, 07:12:22 PM »
Just to wrap this thread off, I've been using TNet with 2017.3 and there doesn't seem to be anything blocking.
99
TNet 3 Support / TNObject and rigid bodies bouncing
« Last post by ThreadLok on January 18, 2018, 07:10:29 PM »
I am sure this is some sort of simple noob issue, but I have this weird problem.

I have a local server running, and instantiated these cubes with the RCC method. The cubes have a TNObject and TNSyncRigidbody on them, and work great locally. When I rejoin my local server save though, all the things do a little bounce. They're clearly saving that part too because if i disconnect and rejoin while they are mid-bounce they continue their bounce where they left off. What am I forgetting to do?


PS: I bought TNet a couple years back, and finally got started on using it - so i am still learning the ropes here. TNet is amazing and very nicely done!
100
NGUI 3 Support / Re: Is NGUI still actively supported?
« Last post by devomage on January 17, 2018, 08:43:26 PM »
Seems that NGUI is dead :(

I loved it, but there was only one minor fix update during the whole 2017.

If there is nothing broken, there is nothing to fix!?

I highly doubt that NGUI is dead.  Try the Discord chat (or email) if you need immediate response.

There is a Tasharen discord chat: https://discord.gg/trruSNc

I use it for game dev feedback mainly, but you're welcome to ping me with TNet questions too.
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