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Post by johnlanz on Sept 23, 2018 17:43:09 GMT
this is great work wesleywh but please don't abandon the code for unet because you can still upgrade it to mirror/telepathy. we've tested mirror on a $5 vultr server and we can get around 100 CCU with less than 30MB of ram usage. meanwhile 100CCU in photon is around $100 that's a big difference.
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Post by tharindu on Sept 24, 2018 6:08:15 GMT
this is great work wesleywh but please don't abandon the code for unet because you can still upgrade it to mirror/telepathy. we've tested mirror on a $5 vultr server and we can get around 100 CCU with less than 30MB of ram usage. meanwhile 100CCU in photon is around $100 that's a big difference. wow that's pretty good!
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Post by uberwiggett on Sept 24, 2018 7:02:21 GMT
Yeah ummorpg now uses mirror/telepathy. Much improved. I definitely would like pun2 because of ease of setup but the high ccu count would be good in future. For now i think just stick with pun2 to get it going!
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Post by tharindu on Sept 24, 2018 10:37:02 GMT
Yeah ummorpg now uses mirror/telepathy. Much improved. I definitely would like pun2 because of ease of setup but the high ccu count would be good in future. For now i think just stick with pun2 to get it going! I'd stick with Unity's solution because you could go dedicated servers with it OR deploy on cloud.
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Post by wesleywh on Sept 24, 2018 18:30:19 GMT
I'm too far in now to make it worth my while to go all the way back to where I was with UNet. I do not plan on going back to work on the UNet version until this is done, probably never though.
This was already discussed very early into the project. The unet code I wrote earlier was already using Mirror.
Mirror is built on telepathy which is built on the HLAPI and LLAPI of unet. Unet is being deprecated and completely rebuilt and will soon no longer be even supported. Here is a quote from their blog about it:
"The HLAPI and LLAPI will no longer ship with Unity after 2018.4 (LTS): Critical fixes will be provided for two years following the 2018.4 (LTS) ship date, consistent with Unity’s Long-Term Support policy"
Also: "Relay Server and Legacy Matchmaker Services: Continued operation for at least three years following 2018.4 (LTS) ship date, with a clear transition plan provided before this date".
You don't all have to wait on me to get stuff done. You're all encouraged to fork my repo and build upon the code that is already there.
Please feel free to direct me to other resources that speak otherwise, but ultimately this is why I felt it was a waste of my and your time to keep developing something that is going to be deprecated in the next year.
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Post by tharindu on Sept 25, 2018 5:13:19 GMT
Just to be on the same page, I don't think johnlanz and I were implying we were relying on your solution for multiplayer ;) I've already got this working with photon but the cost of photon is a bit higher than rolling out a unet solution, so was letting you know that based on our experiences.
But then again, I didn't realize they'd be decomissioning support for HLAPI and LLAPI that soon. All the best though. May be PUN is the way forward.
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Post by uberwiggett on Sept 25, 2018 7:45:51 GMT
Afaik telepathy/mirror is actually an alternative to unet, it was based off unet and optimised because of a lot of complaints about unet but unity not doing any work on it. I don't believe it is reliant on unet existing at all. It came out recently after unet was announced as coming up for deprecating. But it's all good dudes! Make it for pun2 and then people can use it as a study to make it for any system! Hopefully we can get a sweet multiplayer build going soon and throw all our cares away along with bullets from the rifles
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Post by mightofficiel on Sept 26, 2018 14:35:02 GMT
haaaaa We need the version 0.4.0 !! xD
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Post by wesleywh on Sept 26, 2018 17:09:07 GMT
Lol I would love to give that version to you.
If anyone has any ideas as to why the damage for shooter weapons is only getting sent when hitting the other players foot that would be great. That's the biggest hold up for me right now. I thought the damage is triggered when it hits a collider in the "BodyPart" layer but I guess not...
Case you didn't know I released a patch yesterday that fixed some errors, hit reactions, and weapon damage.
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Post by wesleywh on Sept 26, 2018 22:51:26 GMT
Lol. Of course I would figure it out right after I post it, happens every time. I got damage to be recognized everywhere on the player, it was a tagging issue. I just have to work on some automation to tag the enemy player correctly so that damage can be sent. I would guess that a v0.4.0 release will happen near the end of the week.
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Post by mightofficiel on Sept 27, 2018 3:54:24 GMT
GG ! you're the number one buddy ! ^^
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Post by uberwiggett on Sept 27, 2018 10:01:33 GMT
too quick for me! I was going to reply it might be that it's colliding with the foot track colliders instead of bodyparts, or that individual body parts use the idamage script that then feeds to the main script, but that didn't really make sense as to why you could only shoot the feet! I thought maybe it was searching for the nearest depth collider which would be the footstep ones.
but whatever, you solved it! And yes this end of the week would be great! I have 4 day long weekend so I am going to be doing a weekends's worth of tutorial streams and videos :D
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Post by tharindu on Sept 27, 2018 10:53:43 GMT
That's one hell of a weekend dude!
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Post by wesleywh on Sept 28, 2018 20:16:57 GMT
For those of you following my git repo you will know this already...
I have released v0.4.1 for you to play around with. This has full weapon damage syncing. Both shooter and melee weapons.
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Post by uberwiggett on Sept 29, 2018 0:06:17 GMT
Awesome!! I will download it and give it a go on stream later, can't wait to try it out, great work wesley!
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