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Post by sgmonda on Mar 14, 2020 2:30:23 GMT
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Post by MunK on Mar 14, 2020 11:49:48 GMT
Hi I finally got around to testing this on my own project and i've run into some problems. so everything is setup on my pc and laptop. I host a game on my Pc and join the game on my laptop all that is working but when on the pc the playable character is fine the character that joined is really jittery... arms going up and down and the character bouncing. And when on my laptop it is the other way around the playable character is fine but the other is jittery... Another thing is that the left arm of the character that joins a game is positioned wrong. The strange thing is that i'm using the same character for both hosting and joining?? Hope someone can help me out. Thanks
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Post by blackfire on Mar 14, 2020 23:26:59 GMT
In your scene MunK do you have all the character controllers turned off? And in the network manager did you set the player to be the MP controller from the project window?
I too am having an issue with syncing damage between two players.
NullReferenceException: Object reference not set to an instance of an object CBGames.Player.SyncPlayer.OnReceiveDamage (Invector.vDamage damage) (at Assets/InvectorMultiplayer/Scripts/Player/SyncPlayer.cs:544) UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent.cs:207) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent/UnityEvent_1.cs:58) Invector.vHealthController.TakeDamage (Invector.vDamage damage) (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/Health/vHealthController.cs:193) Invector.vCharacterController.vCharacter.TakeDamage (Invector.vDamage damage) (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vCharacter.cs:122) Invector.vCharacterController.vThirdPersonMotor.TakeDamage (Invector.vDamage damage) (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonMotor.cs:349) Invector.vCharacterController.vThirdPersonMotor.CheckFallDamage () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonMotor.cs:828) Invector.vCharacterController.vThirdPersonMotor.CheckGround () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonMotor.cs:792) Invector.vCharacterController.vThirdPersonMotor.UpdateMotor () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThi
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Post by MunK on Mar 15, 2020 11:26:41 GMT
In your scene MunK do you have all the character controllers turned off? And in the network manager did you set the player to be the MP controller from the project window? I too am having an issue with syncing damage between two players. NullReferenceException: Object reference not set to an instance of an object CBGames.Player.SyncPlayer.OnReceiveDamage (Invector.vDamage damage) (at Assets/InvectorMultiplayer/Scripts/Player/SyncPlayer.cs:544) UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent.cs:207) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent/UnityEvent_1.cs:58) Invector.vHealthController.TakeDamage (Invector.vDamage damage) (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/Health/vHealthController.cs:193) Invector.vCharacterController.vCharacter.TakeDamage (Invector.vDamage damage) (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vCharacter.cs:122) Invector.vCharacterController.vThirdPersonMotor.TakeDamage (Invector.vDamage damage) (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonMotor.cs:349) Invector.vCharacterController.vThirdPersonMotor.CheckFallDamage () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonMotor.cs:828) Invector.vCharacterController.vThirdPersonMotor.CheckGround () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonMotor.cs:792) Invector.vCharacterController.vThirdPersonMotor.UpdateMotor () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThi Hi Thanx for the reply. Yes All Character controllers is deactivated and yes the Network manager uses the MP character... I'm also having some trouble with the Damage.... Melee damage works fine but Shooter Damage is not syncing...
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Post by wesleywh on Mar 15, 2020 17:53:41 GMT
I created a discord server for those of you that would like to create the conversation there. discord.gg/3tzmkSI still pretty new so I'm still planning on filling a few things out. As far as the damage situation goes, check to make sure your have your MP weapon in the item list data and the layers are setup properly to be able to damage the player.
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Post by wesleywh on Mar 16, 2020 0:44:31 GMT
As far as the shooter weapons as melee onea that is a setting with invector. I dont remember off the top of my head with that one. I did come across it once but it ended up being me missing some settings. Usually stuff like this revolves around forgetting to enable shooter support before conversion.
Has anyone else experienced this before? I'm not really sure how to reproduce this one myself.
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Post by sjl on Mar 16, 2020 2:59:37 GMT
As far as the shooter weapons as melee onea that is a setting with invector. I dont remember off the top of my head with that one. I did come across it once but it ended up being me missing some settings. Usually stuff like this revolves around forgetting to enable shooter support before conversion. Has anyone else experienced this before? I'm not really sure how to reproduce this one myself. What I did to fix the rifle from being used as a melee weapon was: On the MPplayer prefab I on the MPvshooter manager under Weapons tab I placed the MP_vAssaultRifle in the RWeapon and you should be back to normal...
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Post by wesleywh on Mar 16, 2020 14:23:37 GMT
Oh good. I'm glad you figured it out. I couldn't remember what it was.
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Post by wesleywh on Mar 16, 2020 21:12:23 GMT
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Post by wesleywh on Mar 18, 2020 16:41:01 GMT
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jason
New vMember
Posts: 4
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Post by jason on Apr 24, 2020 0:27:32 GMT
Hi,
I've just bought this plugin and am using Unity version 2019.3.5f1. I've hit a couple of snags whilst following your (excellent) setup tutorial, which I'm sure are due to recent changes on Unity.
First, the comments on your dialog boxes are in white on a light grey background, making them difficult to read.
The other one is when I run scene tests, no breakdown of outstanding issues are shown - see below:
PASSED: 273 FAILED: 40 UnityEngine.Debug:Log(Object) CBGames.Editors.<PerformTests>d__38:MoveNext() (at Assets/InvectorMultiplayer/Editor/Scripts/Windows/E_TestScene.cs:2524) marijnz.EditorCoroutines.EditorCoroutines:MoveNext(EditorCoroutine) (at Assets/InvectorMultiplayer/Editor/Scripts/CoRoutines/EditorCoroutines.cs:347) marijnz.EditorCoroutines.EditorCoroutines:GoStartCoroutine(EditorCoroutine) (at Assets/InvectorMultiplayer/Editor/Scripts/CoRoutines/EditorCoroutines.cs:290) marijnz.EditorCoroutines.EditorCoroutines:GoStartCoroutine(IEnumerator, Object) (at Assets/InvectorMultiplayer/Editor/Scripts/CoRoutines/EditorCoroutines.cs:264) marijnz.EditorCoroutines.EditorCoroutines:StartCoroutine(IEnumerator, Object) (at Assets/InvectorMultiplayer/Editor/Scripts/CoRoutines/EditorCoroutines.cs:135) marijnz.EditorCoroutines.EditorCoroutineExtensions:StartCoroutine(EditorWindow, IEnumerator) (at Assets/InvectorMultiplayer/Editor/Scripts/CoRoutines/EditorCoroutineExtensions.cs:10) CBGames.Editors.E_TestScene:OnGUI() (at Assets/InvectorMultiplayer/Editor/Scripts/Windows/E_TestScene.cs:108) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
I do hope you're able to resolve these painlessly with the info provided above. I'm really impressed with the work you've put into this plugin!
Thanks in advance,
Jason
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Post by link2589 on Apr 24, 2020 10:59:05 GMT
Please use unity 2018.4 <-> unity 2019.2 2019.3 is not supported yet
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Post by wesleywh on Apr 24, 2020 14:49:55 GMT
Seems like you figured it out? If not use the link above and hop on over to the multiplayer-help channel on discord.
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jason
New vMember
Posts: 4
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Post by jason on Apr 24, 2020 15:14:59 GMT
Please use unity 2018.4 <-> unity 2019.2 2019.3 is not supported yet Ah, okay - will try that. Thanks for your answer!
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Post by mikail on May 9, 2020 15:06:10 GMT
Hii i take this error why?
MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.Transform.get_root () (at C:/buildslave/unity/build/Runtime/Transform/ScriptBindings/Transform.bindings.cs:259) Invector.vCamera.vThirdPersonCamera.RotateCamera (System.Single x, System.Single y) (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Camera/vThirdPersonCamera.cs:407) Invector.vCharacterController.vThirdPersonInput.CameraInput () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonInput.cs:391) Invector.vCharacterController.vThirdPersonInput.LateUpdate () (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonInput.cs:154) Invector.vCharacterController.vMeleeCombatInput.LateUpdate () (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterController/vMeleeCombatInput.cs:60) Invector.vCharacterController.vShooterMeleeInput.LateUpdate () (at Assets/Invector-3rdPersonController/Shooter/Scripts/Shooter/vShooterMeleeInput.cs:239)
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