Author Topic: SGSK: Multiplayer Test  (Read 3021 times)

DarkCide

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SGSK: Multiplayer Test
« on: April 12, 2014, 04:50:00 PM »
I was looking at the Space Game Starter Kit today and decide to see how the multiplayer functionality was setup.

Found a bug where if you join a game already in progress where weapons have been fired, you get some undesirable results.

Recreation
Step 1: Launch the webplayer demo from the asset store, start a host game.
Step 2: Launch another instance of the webplayer from the asset store in another web browser tab and fire some missiles and laser shots at the other ships.
Step 3: Launch an additional instance of the webplayer from the asset store in an additional web browser tab.
Result: Undesirable Missiles and Laser Fire fails to unload on each instance loaded after the weapons were fired. Eventually many missiles will exist on later launched instances that do not exist on the host or instances that loaded prior to the weapons fire.

Hope that helps!

ArenMook

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Re: SGSK: Multiplayer Test
« Reply #1 on: April 13, 2014, 12:28:42 AM »
The original package uses Unity's networking, which is bugged and glitchy from the start. That crappy solution is why I created TNet. :)

TNet version of SGSK is available on request.

DarkCide

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Re: SGSK: Multiplayer Test
« Reply #2 on: April 13, 2014, 11:27:54 AM »
Is there a Demo available that I could try out?

ArenMook

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Re: SGSK: Multiplayer Test
« Reply #3 on: April 14, 2014, 03:57:00 AM »
Still http://www.tasharen.com/sg/ -- it's using Unity's networking in that. There is no TNet-based build demo.

And http://www.tasharen.com/sg/test/ -- is just me replacing some assets with better quality ones from the Asset Store.