|
Post by wesleywh on Sept 1, 2018 19:41:46 GMT
This is an easy addon with automated scripts and help windows to quickly convert your game made with the invector templates to support multiplayer. Here is a list of what this package currently supports/does not support. Price: $25 Asset Store [Link]Discord Channel: discord.gg/ERzKPSx v4.3.6:* Melee Template Support * Automated testing suite * PreBuilt Main Menu UI w/ Music/Sounds * Lobby system - Join Game In Progress - Multi Room Support * Auto prefab conversion scripts * Auto scene conversion scripts * Auto player conversion scripts * Lobby camera system * Initial Spawn Point System * Network Manager * Sync player Positions/Rotations * Sync player animations * Sync Damage * Sync Weapons * Sync Bone positions * Sync item drops/pickups (Cross Unity Scenes as well) * Sync Unity Scenes/Photon Rooms (Scene Manager included for easy scene transitions) * Walkthrough videos * Over 7,000+ lines of code to help you along the way! * Voice Chat * Text Chat w/ profanity filtering * Prebuild ChatBox UI w/ animations * Cross Scene Transitions (Individually or as a whole room) * networked ragdoll * Respawn System * World Message Broadcast System * Player Lists Packages Supported:* Melee Template (Required) * Free Climb Add-on * Swimming Add-on * Zipline Add-on * Shooter Template * FSM AI (Alpha) Not Currently Supported/Built:* Builder Add-on * Death by who/what screen * Ban support * Teleport To Player * Team Based Chat, Room Chat, Individual Chat (Global only right now)
|
|
|
Post by wesleywh on Sept 2, 2018 1:49:45 GMT
I am actually working on an editor script to do all of this for you. Also I have since updated this script to also sync the players rotation and position since the unity component "NetworkTransform" seems to have some issues with that.
Once I get approval to post that editor script from the invector team I will do that here.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 2, 2018 14:46:32 GMT
Awesome man!!
Going to try it out one of these days! Thank you!!
|
|
|
Post by tharindu on Sept 2, 2018 16:04:07 GMT
Awesome man!! Going to try it out one of these days! Thank you!! lol glad to see you're back after the online presence fiasco xD
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 2, 2018 16:23:36 GMT
Awesome man!! Going to try it out one of these days! Thank you!! lol glad to see you're back after the online presence fiasco xD I shudder from it lol, but yeah glad to be back! Glad MP is being worked on!!
|
|
|
Post by wesleywh on Sept 2, 2018 16:35:03 GMT
I just got the editor script approved so here you go! github.com/wesleywh/InvectorUNetMultiplayerAddonDownload the unity package and import that into unity. That should add a new menu item "Invector/Multiplayer/Make Player Multiplayer Compatible". Put your player prefab into that input and select the button, bam! Your done. Your player movements will now be synced across the network. I am currently working on a few things related to the NetworkAnimator falling sort of actually syncing all animations across the network. I will be working on my own solution for this. Once I come up with something I like I will post and update here.
NOTE: I also realize I left a few debugging lines in my code as well as an un-used variable. Sorry about that. This is still a work in progress.
|
|
|
Post by wesleywh on Sept 3, 2018 4:45:14 GMT
Figured out a few things related to triggers. Just trying to figure out the best way to include it in this package since you have to add a few things in the vMeleeInput script.
|
|
|
Post by tharindu on Sept 3, 2018 5:03:26 GMT
Figured out a few things related to triggers. Just trying to figure out the best way to include it in this package since you have to add a few things in the vMeleeInput script. Not possible to extend vMeleeInput script ? you don't have to copy paste invector code then.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 3, 2018 14:13:26 GMT
Figured out a few things related to triggers. Just trying to figure out the best way to include it in this package since you have to add a few things in the vMeleeInput script. Have you tried referencing them with RPC's? So you wont need to paste the code.
|
|
|
Post by wesleywh on Sept 3, 2018 15:17:33 GMT
I would love to be able to just extend the script but the real issue is timing. There is no get method for animator triggers so really I can only trigger something by calling the SetTrigger method on NetworkAnimators.
So for example, what I will call "punch", is triggered in the vMeleeInput script like animator.SetTrigger("punch"). To send that trigger across the network I also have to add "GetComponent<NetworkAnimator>().SetTrigger("punch")". However, since there isn't a get method for triggers I have no idea how I would possibly get the timing right from simply extending the script. The only way I can think of is to create some form of a watcher script to see when a function is called. I have no idea how I would do that though to be honest.
If there is something that can actually do that I would love to hear about it. I'm doing my best to not touch any invector scripts here to make this completely an optional addon that can be easily added or removed.
|
|
|
Post by Invector on Sept 3, 2018 17:17:39 GMT
In the next update, we're bringing a loooooooooooot of virtual methods so you guys can create add-ons easier by overriding everything ;)
|
|
|
Post by wesleywh on Sept 3, 2018 17:40:40 GMT
Excellent! In the meantime I have added an editor script that will apply the needed lines to the invector script for you. It is safe enough that I can be run multiple times and will not add the same line twice.
You can find it under Invector/Multiplayer/Add Multiplayer To Invector Scripts
|
|
|
Post by darknubis365 on Sept 4, 2018 3:25:49 GMT
I will definitely try this out i been working on trying to get this working for a few days now but you have it working so thats save of a headache i'll try and post any information or new things i find out,Much appreciated here thanks!
|
|
|
Post by wesleywh on Sept 4, 2018 15:40:35 GMT
That would be great. I know there are better ways of doing some of this (Like actually using override methods). All suggested edits are welcome.
|
|
|
Post by wesleywh on Sept 8, 2018 17:06:46 GMT
Just had someone ask me about how to convert this to work with melee combat template only. I added that conversion doc to github. It's super simple, just have to comment out a few lines.
|
|