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Post by wesleywh on Sept 10, 2018 23:43:47 GMT
Just wanted to give a quick updated...
So I'm in the process of switching a lot over to using override methods. I am focusing heavily on the Shooter Template right now. Fear not my melee template users I DO plan on making this compatible with all versions.
I just recently got the damage/health (melee actions only) syncing across the network so that's some exciting news!
I need to cleanup quite a bit since pretty much everything that I did before has changed. When that is done I will be posting another update to github. According to how fast I am currently moving I would expect another release by the end of the week.
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Post by darknubis365 on Sept 12, 2018 6:38:44 GMT
Cool i asked a few people about this and how they got it working and they said PhotonBolt was best to use because it lets you call functions server side i guess,Also on the other hand you should try to update this to work with the new Mirror / Telepathy as Unet is gonna be down in the near future
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Post by wesleywh on Sept 12, 2018 21:00:01 GMT
That's good to know. I did a quick search as to what Mirror was. It appears unity has actually implemented this already (mirror). Since in my code I already use [Command], [Client], [ClientRpc], etc. That is already mirror syntax.
Tell me if I'm wrong but this code is already making use of the mirror library. Which is built on top of Telepathy (based on my basic google search).
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Post by wesleywh on Sept 13, 2018 1:17:58 GMT
Just added that update. It only added player to player melee damage syncing. It looks like a big change but that's really the only thing that I have added.
The biggest change is just the structure of how I am doing things. This way I don't have to edit the Invector scripts as much and it can be a lot more extensible with overrides.
Again I am not going to feel sad if someone makes a pull request to that repo with better ways of doing things.
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Post by Frosted Brain on Sept 13, 2018 2:50:40 GMT
Invector/Multiplayer/Convert Scene To Multiplayer is not in the menu
How do I test this? do I just make a build and the two will automatically connect to the same room?
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Post by darknubis365 on Sept 13, 2018 14:56:12 GMT
Just added that update. It only added player to player melee damage syncing. It looks like a big change but that's really the only thing that I have added.
The biggest change is just the structure of how I am doing things. This way I don't have to edit the Invector scripts as much and it can be a lot more extensible with overrides.
Again I am not going to feel sad if someone makes a pull request to that repo with better ways of doing things.I've seen a few other ways but none of them are really shared and talked about so this is a good thing so lets keep at this i will do the same
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Post by wesleywh on Sept 13, 2018 17:38:14 GMT
Frosted Brain That should be in there. I'm not at home to test this. I will once I get home from work today. For now this wont actually effect anything so you should get the same functionality. This is mostly for my next update that I'm working toward which is to sync weapon damage. Basically all this does is find the gameobject with the "vThrowUI" script attached, add the "M_ThrowUI" component, copy what is on "vThrowUI" to "M_ThrowUI", and delete the original "vThrowUI" component. So you can do that manually for now, if you want, until I get that fix pushed out.
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Post by wesleywh on Sept 13, 2018 23:47:17 GMT
I did just tested 0.6.2 again and the menu item (Convert Scene To Multiplayer) is there. I think you are trying 0.5.2. Try updating your version/re-downloading again. I re-uploaded the binary again just in case that version was bad or something.
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Post by darknubis365 on Sept 14, 2018 0:35:09 GMT
That's good to know. I did a quick search as to what Mirror was. It appears unity has actually implemented this already (mirror). Since in my code I already use [Command], [Client], [ClientRpc], etc. That is already mirror syntax. Tell me if I'm wrong but this code is already making use of the mirror library. Which is built on top of Telepathy (based on my basic google search).Thats awesome then i was worried about Unet discontinuing but i'll go forward with playmaker and invector apparently you can network with playmaker so im seeing how the networking functions
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Post by wesleywh on Sept 14, 2018 1:38:36 GMT
Now the next step is to make the shooter weapons send their damage across the network. I'm having a hard time finding the correct place to implement this. So if anyone is willing to have some input on the matter that would help greatly with my searching.
So from what I understand the spawned "vProjectileControl" is the thing that is sending the damage not the actual player generating the spawned object. I can only send damage across the network when an object is sending damage not when an object is receiving damage.
Is there something else that is doing the actual sending of the damage that I am missing?
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Post by uberwiggett on Sept 14, 2018 4:12:17 GMT
vProjectileControl is the script you want, according to the emerald integration tutorial you need to look for "onCastCollider.Invoke(hitInfo); " which is where it deals with passing damage much the same as the call on the melee controller, rather than being dealt by the shooter controller script. Pretty sure that is where it calls the damage and passes it on. so modifying that should work, or do you need the script with the actual damage method?
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Post by wesleywh on Sept 14, 2018 13:58:16 GMT
Excellent! Thank you for the reply. This will greatly help me in finding send damage scripts. I will also need the onhit script but mostly to study to see exactly how it's used to make sure the data that's getting synced is how it is used. This should be easy enough to locate once I find the correct send damage scripts.
I will push forward with the projectile script and do a mass look around for oncollider onhit invoke stuff.
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Post by darknubis365 on Sept 14, 2018 16:20:20 GMT
Excellent! Thank you for the reply. This will greatly help me in finding send damage scripts. I will also need the onhit script but mostly to study to see exactly how it's used to make sure the data that's getting synced is how it is used. This should be easy enough to locate once I find the correct send damage scripts. I will push forward with the projectile script and do a mass look around for oncollider onhit invoke stuff.You know i think everything called is here in this documentation i just havent had time to go over it like i want to yet www.invector.xyz/vapi see if there is something there for the send damage
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rip
New vMember
Posts: 2
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Post by rip on Sept 14, 2018 18:37:04 GMT
Is unet a client to client connection? When unet is no longer supported by unity, will this addon continue to operate?
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Post by wesleywh on Sept 14, 2018 19:08:28 GMT
You know I did a bit more googling and they are deprecating unitys HLAPI and LAPIs. They are replacing it with a few new features that they are not releasing until unity 2018.4 it seems.
I mean it might not be a bad idea for me to look at Photon since that has been around and stable since unity 4. With that said this is built with an authoritative server in mind so the conversion shouldn't change a whole lot except for the syntax. Basically I think the"NetworkEvents" and "SetupLocalPlayer" scripts syntax will be different. Everything really shouldn't change.
If your looking to make a drag and drop solution feel free to start looking at a Photon (or any other option) port and post your findings here.
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