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Post by witcher on Dec 2, 2018 15:57:11 GMT
for weapons create a new class with list of weapons and just sync the current equipped weapon number
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Post by ashvsworld on Dec 4, 2018 17:11:27 GMT
Not sure if anyone could help me out? Added the package, Have everything set up correctly. The Network manager, the player ect. But when I go to test it it fails to connect to a lobby
Example:
Built scene:
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Post by wesleywh on Dec 12, 2018 3:03:02 GMT
First off I would say that you make sure to follow the install/run instructions on github: github.com/wesleywh/InvectorPhotonPUNMultiplayerAddonSecond, can't tell by the pictures that you have provided, make sure that the generated network player is attached as a prefab to the network manager. If you don't know what I am talking about it should generate that player after following the instructions on my github page link. If you have done all of that post your steps here and any other helpful information to help you debug the problem. For example like a picture of the network manager and it's setup components, as well as a photo of the networked player and its PUN_ components. Lastly, make sure that you have your network id setup in PUN2.
In the end it could be that this code has fallen behind enough that it's time to come back to it and give it a revamp.
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Post by mightofficiel on Dec 12, 2018 14:33:09 GMT
Ohhhhhhh wesleyh writed something !.. v 0.5 ?? xD "In the end it could be that this code has fallen behind enough that it's time to come back to it and give it a revamp. " hypeeeeee !
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Post by wesleywh on Dec 13, 2018 3:34:05 GMT
I'm starting to pick it back up. Just starting reminding myself where I was in the process. So, yes v0.5.1 is the goal.
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Post by nemesis1374 on Dec 13, 2018 16:47:35 GMT
What is the problem? What am I doing wrong?
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Post by wesleywh on Dec 13, 2018 19:07:34 GMT
There are a few things that I am noticing. I think I'm going to make a quick video of how to set this up when I get home in around 5ish hours. If you cant wait make sure that you dont include your player in the scene. Make sure the prefab it makes is in the resources folder. Interesting to note is that this appears to not be generating the network manager game object. That object is the thing that generates the test ui to login to the server etc. There is a create network manager editor window in all those same menus. However you shouldn't have to run this so something else is going on. Feel free to look at those while you wait for my instructional video.
EDIT: I just finished the video and I am putting the few final touches into it. It takes a considerable amount of time to compress and upload this video so I don't know if I will have it up tonight or not but I should have it up tomorrow for sure.
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Post by wesleywh on Dec 14, 2018 5:42:50 GMT
Here is a video that shows how to setup this package and it's current state. Hopefully this will answer a lot of questions.
I put timestamps in the YouTube link. I would put them here but I'm too tired right now so I'm going to bed lol
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Post by ronnyrfa on Dec 14, 2018 11:53:57 GMT
Good and well explained video! Although I'm getting these errors when trying to make the player multiplayer compatible. It also isn't creating a networkmanager or resource folder. --> prntscr.com/luvywfCurrently using Unity 2018.2.17f1 PS: Keep up the good work! Really a big gamechanger this addon.
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Post by wesleywh on Dec 14, 2018 15:23:07 GMT
You could try and update the version of unity you are using. I cant remember off the top of my head what version of unity I was using in that video. I want to say something like 2018.3 but I cant remember. Maybe there are new editor functions that were introduced between these versions that I make use of. Could you try testing that and let me know? If not you will have to wait for me to do it and I might not be able to get to it today.
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Post by mightofficiel on Dec 14, 2018 16:38:35 GMT
BEST ADDON from this forum xD ! ( I love you wesleywh )
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Post by ronnyrfa on Dec 14, 2018 18:47:21 GMT
You could try and update the version of unity you are using. I cant remember off the top of my head what version of unity I was using in that video. I want to say something like 2018.3 but I cant remember. Maybe there are new editor functions that were introduced between these versions that I make use of. Could you try testing that and let me know? If not you will have to wait for me to do it and I might not be able to get to it today. Hi Wesley In the video you were using the 2018.2.5f1 version. I've downloaded it and after re-importing and doing the same steps the same errors show up. No NetworkManager, nog resource folder. It does duplicate the player prefab. Oh yeah: it does work with the demoscenes and their player prefabs. So I guess it's not a version related problem. Try to make a new scene, create a shooter controller and try to make that multiplayer compatible.
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Post by wesleywh on Dec 14, 2018 19:05:58 GMT
Well dang. This is supposed to be easy, sorry to hear it isnt.
This is starting to sounds like I am missing some stuff in my editor script. This works with the invector sample player but maybe there are some things I didnt think about when using a custom one.
Does the copied player have the override functions applied (PUN_*), or is the player not even setup with any components? I assume your running the most recent version of the shooter package, if not try it with that.
So what the editor does is find the attached components on your player and if there is a matching PUN_* component in my folder then it will replace it with the PUN_* one. It will also do it's best to copy over the settings as well. Last it disables a lot of the functions so that its controlled by the player sync component. You can look inside the player sync component to see a list of components it looks for.
Maybe try it with one of the demo scenes like I did just for a check. At this point we just need to pinpoint exactly what's happening. It sounds like there is a mistake in the player setup editor function. I will try to look at it again with a custom character when I get the chance.
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Post by ronnyrfa on Dec 14, 2018 19:54:41 GMT
Well dang. This is supposed to be easy, sorry to hear it isnt. This is starting to sounds like I am missing some stuff in my editor script. This works with the invector sample player but maybe there are some things I didnt think about when using a custom one. Does the copied player have the override functions applied (PUN_*), or is the player not even setup with any components? I assume your running the most recent version of the shooter package, if not try it with that. So what the editor does is find the attached components on your player and if there is a matching PUN_* component in my folder then it will replace it with the PUN_* one. It will also do it's best to copy over the settings as well. Last it disables a lot of the functions so that its controlled by the player sync component. You can look inside the player sync component to see a list of components it looks for. Maybe try it with one of the demo scenes like I did just for a check. At this point we just need to pinpoint exactly what's happening. It sounds like there is a mistake in the player setup editor function. I will try to look at it again with a custom character when I get the chance. Yes, the player has PUN_ attached and the scripts are attached as well. I tried this with the shooter template which I've purchased and downloaded only 2 days ago.
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Post by wesleywh on Dec 14, 2018 22:26:17 GMT
Does it work in the demo scene provided by the invector team?
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