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Post by link2589 on Feb 12, 2020 11:06:20 GMT
i have the same result like sjl ! but this is a good begining , now the 2 buttons are showing up
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Post by wesleywh on Feb 12, 2020 14:34:30 GMT
That fix has just shown in the asset store. Please download the update and let me know if that helps!
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Post by link2589 on Feb 12, 2020 16:46:34 GMT
work perfeclty gg wesleywh sempai !
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Post by blackfire on Feb 13, 2020 3:52:55 GMT
I'm messing with it now but I have a question. When one of the players die they dont respawn even though I setup a spawnpoint. Do I need to add a script to the thirdperson controller under the events tab On Death?
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Post by wesleywh on Feb 13, 2020 5:20:31 GMT
I'm messing with it now but I have a question. When one of the players die they dont respawn even though I setup a spawnpoint. Do I need to add a script to the thirdperson controller under the events tab On Death? Yes, the spawn points are only used for network spawning not death respawns. You are correct that the easiest thing to do right now is have a respawning setup using the on death unity even
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Post by wesleywh on Feb 14, 2020 3:08:53 GMT
I know everyone is really interested in the status of the shooter package so here is the short of it. I have a couple of things left to do before the initial release.
* Convert vThrowableObject components * Convert/Test vMessage Senders/Receivers * Verify arrows/bows work * Write automated tests for keypads * Write automated tests for doors
Things that are done: * Automated scene conversion for keycards * Automated scene conversion for weapons * Automated scene conversion for doors * Converted ALL damage to be authoritative (Ends up being less work to setup for everyone else) * Wrote custom network message senders (for custom unity events you want to send over the network) * Able to damage AI characters (but not persistent, so don't get excited. This is just a by product of the authoritative work) * Projectiles spawn across the network * Decals spawn across the network * Weapon animations, Sounds, Custom Actions, IK, damage work across the network * New automated tests for settings in vItemCollection Components * Automated tests for vShooterWeapons * New tests implemented for prefabs (very few right now)
I appreciate the patience and support of everyone here. I will keep you updated as things progress!
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Post by blackfire on Feb 14, 2020 4:57:16 GMT
I know this off-topic for this forum but I know that you're network gurus so I wanted to ask what you think the simplest way for me to make a patcher/launcher for my game is? I am very new to multiplayer and networking but I would like to figure this out
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Post by wesleywh on Feb 14, 2020 16:01:48 GMT
First off this topic is extremely advanced. An actual patch system you will need to learn about file diffs and be able to write your own file differ, like "git" if you have ever used it. This will just allow you to scratch the surface. I would almost suggest to just buy a already made one. Might save you close to a year of development. If you're planning on releasing this to some form of an app store like steam, google play, etc. You dont need to worry about this because the app stores will do this for you. With all of that said and you still want to just make one then here are some simpler options for you. Here is something I did years ago (incredibly out of date code but should help you get started): answers.unity.com/questions/944482/making-a-patch-file-for-my-game.htmlWith that said I wouldn't use that method. I mean you could, and it would work, it just means you have to maintain a whole list of big binary files. If anything I would try to use "Asset Bundles". Asset Bundles are a way to dynamically download assets to your game based on an external server setting. So if the game is at v1.0 it will download the 1.0 assets. If 2.0, then download the 1.0 and updated 2.0 and new 2.0 assets, etc. Hopefully this helps you make some decisions as what is right for you.
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Post by blackfire on Feb 15, 2020 2:58:11 GMT
Thank you Wesley, I found a plugin on Unity called Patchkit which is really easy and I got it working quickly. Now I'm trying to figure out how I can have the player be able to pick the region they want to connect to. I want to play my game with a friend across the country.
Its funny I actually was reading that post you linked before you even linked it. I didn't even realize it was you that posted it.
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Post by wesleywh on Feb 15, 2020 5:38:11 GMT
Ah, the memories. Ya I have been around the block a few times. :D
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Post by mightofficiel on Feb 15, 2020 11:29:28 GMT
hello ! , I sent to you a message on msg on this video :
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Post by wesleywh on Feb 15, 2020 17:49:10 GMT
Thank you Wesley, I found a plugin on Unity called Patchkit which is really easy and I got it working quickly. Now I'm trying to figure out how I can have the player be able to pick the region they want to connect to. I want to play my game with a friend across the country. Its funny I actually was reading that post you linked before you even linked it. I didn't even realize it was you that posted it. If you haven't figured this out. There are setting in the photon settings for your unity project where you can force the region to connect to.
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Post by wesleywh on Feb 16, 2020 3:17:26 GMT
I have done all of these: * Convert vThrowableObject components * Convert/Test vMessage Senders/Receivers * Verify bows work * Write automated tests for keypads * Write automated tests for doors Now I just have to fix arrows, which is proving to be a bit more of a problem than I originally anticipated. I'll get it figured out eventually though!
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Post by wesleywh on Feb 17, 2020 3:35:53 GMT
Well closer.
Got it so I can properly destroy across the network on pickup but some settings on the arrows are not getting transferred correctly, like penetration settings. Taking a break for tonight will try and tackle this again tomorrow.
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Post by wesleywh on Feb 17, 2020 20:42:30 GMT
Huzzah! I got it all working. That was the very last step in the shooter conversion process. Going to make sure this is still backwards compatible with the melee template and re-run through all of my tests to make sure I haven't missed anything. If I don't find anything then you can expect the shooter template support version released no later than the end of this week. However, if I do find something it will need to fix it prior to the release so that might push it out another week depending on the severity.
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