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Post by wesleywh on Apr 9, 2019 16:41:58 GMT
I dont see why this wouldn't work with other packages. With that said it shouldn't break the basic functionality of this project but I doubt the animations would sync across the network with those other packages without you writing some code. I havent ever used the other packages so I cant be sure.
As far as me continuing to work on this free addon, it's a side project for me. I may come back to it in the future but right now is not something I'm focusing on anymore. I still check github every once in a while but there havent been any pull requests since day one of me creating the github page.
With all this said if your looking to implement multiplayer into invector this is still probably your best bet on learning how to do that at this moment in time. Since multiplayer is an advanced topic no matter how you look at it.
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Post by darknubis365 on Apr 12, 2019 21:03:22 GMT
This is still awesome work here man im not to knowledgeable about networking but im trying to learn,Dont know about git much i just joined for UE4 and dont know much about pull request.But i'll help with whatever i can when i can,I been having issue with invector and rpg pack so im still trying tackle those issues as well,We need a complete addon or some addons for RPG pack but the dev is going thru his treatment and hoping hes getting better,But we need simple addons like stats system and crafting harvesting i still havent found a suitable thread for making simple addons everyone tells me its to complex of an asset to jump right into
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Post by dddj76 on Apr 14, 2019 17:25:55 GMT
I get so many errors when I import the package, I do not have the shooter package that is shown in the tutorial, but the third person controller - Melee version, I get about 50+ errors. I have tried to mark some of the functions as virtual, and that did help, but I still get errors. I suspect that I am missing something since some of the namespaces are missing an assembly reference. Is it because the package is only for the shooter one? I've tried to write out the shooter once, but with no help in the end, because some of them are also for the melee one. I have followed the instructions to perfection but still, persist to get errors.
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Post by wesleywh on Apr 15, 2019 18:47:19 GMT
You're very correct. It's a namespace issue. This was written for the shooter package and that has a series of namespace that are not in the melee version. So I have a bunch of scripts that reference them. Some of these scripts can be completely removed and others you just need to remove invalid references. For example you will have to open the script attached to the player (Player Sync?) And remove the components that just dont exist in the melee package. As well as comment out or remove using statements that are not available in the melee package. You shouldn't have to go the route of making things virtual I believe.
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Post by dddj76 on Apr 16, 2019 1:12:23 GMT
I tried to do it but it still doesn't work as it is supposed to, when I line out the errors, it messes up the script. I followed this youtube tutorial until the end. . When I try to join the lobby it doesn't spawn the player and doesn't do anything(No errors), it does, however, say that I successfully connected. I made sure my prefab was in the NetworkManager in the inspector. I hope at some point you might release a build where you just don't include the shooter code.
Btw if I made this work, how much would I have to make multiplayer ready in the Melee one my self?
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Post by wesleywh on Apr 16, 2019 4:37:22 GMT
Hum, it should be pretty close. It sends damage but you would have to tweak some code to properly spawn weapons once across the network instead of multiple times. Then make sure it doesnt send damage over the network multiple times. That's an error that plagued the current release.
Everything else should be done though.
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Post by dddj76 on Apr 16, 2019 10:41:47 GMT
Is the VDamageReceiver from the shooter package? Because it does give me errors, but it sounds like it is a general package.
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Post by Devistute on Apr 16, 2019 10:54:36 GMT
Did everything as said in Tutorial, but the character cannot move. I also used the Demo Scene for testing purposes. same as in video. When i Join the Lobby it does so succesfully, but i just cant move the character. He just stands there jittering in one spot.
Any ideas whats wrong?
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Post by dddj76 on Apr 16, 2019 11:31:29 GMT
Is the character controller script enabled?
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Post by wesleywh on Apr 16, 2019 18:33:16 GMT
dddj76 You know this shouldn't really take me too long I hope. I think I will spend sometime today to try and make a melee only compatible version of this package. No guarantee everything will work super smooth but it should at least help you get started.
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Post by link2589 on Apr 16, 2019 18:36:23 GMT
hello wesleywh do you have plan to integrate this addon with the new invector update in-comming ??
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Post by wesleywh on Apr 17, 2019 2:51:52 GMT
So I just cracked this open. There was an update for pun2 and an update for melee. Unfortunately things are significantly out of date and will require a deep dive into conversion again. They changed some functions I was overriding to interfaces and the such.
Due to this I will not be coming back to this package unless I really want to do some networking game for myself (doubt it since I'm moving to UE4). So no I will not integrate this addon into any invector update for the forseeable future. I just don't want to put in the amount of effort it would take to do that. If I was to do that I would most definitely make this a paid asset on the asset store.
If you want to try and accomplish this for yourself it boils down to this. 1. You have to know Photon and networking basics, if you don't, then just don't bother you're not going to accomplish much here 2. If you got a good grasp of step 1 then start with syncing the players movements and basic animations. This is the absolute easiest and is pretty much implemented for you in the PlayerSync code. 3. Now comes the hard part to send damage, particle effects, weapon positions, etc. you first need to familiarize yourself with how the invector package works. Break this down into parts. Focus on one thing and one thing only like damage or particle effects. 4. For example damage. a. Find a function that is sending damage. b. When sending damage if nonserver player = send a request to the server but not do damage. If server player = send damage c. Boils down to always having the server always do the damage.
For things like particle effects/weapon positions these can be send directly from the player if you wish since these are not necessarily that important.
If that went over your head then start with the basics and look at youtube tutorials. Sorry but if someone wants to figure all that stuff out and share it I'm sure people would appreciate it. For me, I simply just dont have the time to handle this right now.
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Post by link2589 on Apr 17, 2019 13:16:14 GMT
. . . oof well, can you tell me what version of pun2 u were using in your video ?
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Post by wesleywh on Apr 22, 2019 14:43:36 GMT
I'm pretty sure the main problem isn't with pun2 but the invector package version. This was last tested with version 1.3.0 of invector. Also I believe with unity 2018.3
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rado
New vMember
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Post by rado on Apr 24, 2019 5:38:55 GMT
I need help in making my application multiplayer using PUN 2.I can pay a modest amount of money to do all of some parts of the project. For now I need a quick prototype of using HTC vive and vive trackers that are attached to a person (calibration needed to match a person's size) that will allow one or more person to apper in a networked, multiplayer scene (like VRChat) and to see each other moving perfectly matching their local moves. And one of the player can load mocap animation of himself (he can act like a virtual teacher) and demonstrate some dance or sport moves. The second player acting as a student can try to mimic those moves and the system can provide feedback on the correct moves.
Please respond to my email: radoslavATeverestkcDOTnet Below is longer description of my project:
I would like to show one or more avatars in a shared networked scene and these will need to mimic real people equipped with full body motion devices (let's say HTC vive or Oculus with HMD and controllers plus 3-8 vive trackers). Final IK VRIK component should be used to manage rig's movements in the scene. 2 players can perform certain actions like sparing in a karate session or do a karate kata training. This needs to be recorded in a mocap file like .bvh. One player acting like a trainer can load pre-recorded mocap animation and retarget it on its secondary avatar which should replay previouly recorded moves and possible play it in slow motion. Student(s) players can try to mimic moves and the system shoudl evaluate moves and provide score on segements of moves.
The system will allow a player to calibrate himself with HTC vive HMD and controllers and 3+ trackers attacheched to feet, knees, elbows, pelvis, head, arms and remember this calibration settings. His avatar needs to be resized to the physical body based on calibration, so arms, legs and height needs to grow to corresond to physical person. This avatar would join to a room where certain training is to be performed: i.e karate, table tennis, yoga. A live teacher in that room will greet the student and show a list of available excerises, courses, levels. If a live teacher is not available a virtual trainer can guide the student to choose excercises and initiate analysis/recording of student's moves and the system can guide the student to perform better and better moves through visualization and comparison of his moves to that of instructor's.
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