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Post by wesleywh on Dec 20, 2018 4:31:01 GMT
Did you manually import the files or did you follow the import instructions?
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Post by darknubis365 on Dec 20, 2018 4:38:33 GMT
i use the 4.2 version unity package
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Post by wesleywh on Dec 20, 2018 14:51:25 GMT
I have a tutorial video on the very first post of this thread. It sounds like you may have not run the "Modify Scripts" before importing? If so, what were you doing when you got this error. Give me as much detail as possible to help me debug this. A basic picture or error message might not be enough I need some background info as well.
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Post by darknubis365 on Dec 20, 2018 20:56:45 GMT
Haha ok i think i imported all that i didnt see the video i was looking at the readme ok let me give it another shot then
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Post by darknubis365 on Dec 20, 2018 21:38:56 GMT
Alright i think i got it working so let me get this if i were to have an vendor in the scene the other players will be able to use that vendor too?And this is real nice i will get right on looking into some of this stuff
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Post by wesleywh on Dec 21, 2018 0:47:25 GMT
I'm not really familiar with "vendors". So I guess it will depend on what you want that vendor to do. If you just want that vendor to dispense weapons and never run out of stock then ya this will work fine. However, if you want the stock to run out you will have to write that logic yourself since things like that will be specific to each game and is beyond the scope of this package.
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Post by darknubis365 on Dec 21, 2018 4:14:30 GMT
I'm not really familiar with "vendors". So I guess it will depend on what you want that vendor to do. If you just want that vendor to dispense weapons and never run out of stock then ya this will work fine. However, if you want the stock to run out you will have to write that logic yourself since things like that will be specific to each game and is beyond the scope of this package.Oh ok i see it seems the xp didnt pass thru to the player either or didnt give the weapon for the end of the quest as a reward.Im just trying to figure out how this all works really my first time actually diving in
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Post by uberwiggett on Dec 21, 2018 5:02:19 GMT
the RPG addon isn't built for multiplayer, you would have to work on the functions of it to enable the networking, same as you have to for the controller and weapons etc.
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Post by ashvsworld on Dec 21, 2018 6:33:30 GMT
First off I would say that you make sure to follow the install/run instructions on github: github.com/wesleywh/InvectorPhotonPUNMultiplayerAddonSecond, can't tell by the pictures that you have provided, make sure that the generated network player is attached as a prefab to the network manager. If you don't know what I am talking about it should generate that player after following the instructions on my github page link. If you have done all of that post your steps here and any other helpful information to help you debug the problem. For example like a picture of the network manager and it's setup components, as well as a photo of the networked player and its PUN_ components. Lastly, make sure that you have your network id setup in PUN2.
In the end it could be that this code has fallen behind enough that it's time to come back to it and give it a revamp.
My bad, It was something on my end I messed up on :'D Been tweaking with a few things and have it working! Thank you for this.
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Post by ronnyrfa on Dec 21, 2018 14:45:20 GMT
"Failed to destroy objects of playerId" after quitting the application. Causes the room to crash. Any idea why PhotonNetwork.DestroyPlayerObjects(_playerPrefab.GetComponent<PhotonView>().ViewID, _playerPrefab); isn't handling this?
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Post by wesleywh on Dec 21, 2018 14:55:39 GMT
I haven't had time to actually debug that error yet. This is a known bug when you quit the app. Makes me wonder if it is automatically removing the player prefab and you actually dont need that line. Just try removing that line and see if the error goes away.
Then again it very well could just be a bad reference and it actually isn't finding the currently deployed player.
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Post by ronnyrfa on Dec 21, 2018 17:55:37 GMT
Really strange bug this is. I removed the line like you said and the error disappeard. However the camera still locks after disconnecting.
If anyone wants to take a closer look and wants to reproduce this bug: - Remove "PhotonNetwork.DestroyPlayerObjects(_playerPrefab.GetComponent<PhotonView>().ViewID, _playerPrefab);" from OnDisconnected() and OnLeftRoom(). - Connect to the server and create a room. - Connect to the server and join that room via a build. - Quit the application via the build. - Watch the camera being broke in the Unity Editor.
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Post by wesleywh on Dec 21, 2018 23:58:02 GMT
Based on those steps it sounds like this might have been a 2 part problem. You solved the first part by removing the line. I would look at the script on the camera I believe? That is responsible for finding the connected player. Kind of a shot in the dark here since I dont have the scripts in front of me.
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Post by wesleywh on Jan 1, 2019 21:38:16 GMT
Just released version 0.5.2 As always try it out and let me know if you encounter any issues. This makes it so you can see weapons across the network held by players. Read the github release page for a few more details on possible issues you may experience. Also if anyone has any ideas or input on where I should look to find the logic to make the player idle with a pistol, shotgun, etc. in their hands let me know. While the weapons are synced the player idles like they arn't holding any sort of weapon. Have fun!
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Post by wesleywh on Jan 3, 2019 18:21:37 GMT
I also just added a quick update to sync the bone rotations. It feels jittery to me. I dont know maybe it was because my unity editor was acting a bit slow. Anyone else that comes across the same situation let me know. Also inform me of any better methods you come up with.
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