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Author Topic: Bolt Networking Actions (Beta WIP)  (Read 4529 times)

Lane

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Bolt Networking Actions (Beta WIP)
« on: March 01, 2015, 03:41:10 PM »
GitHub Link

I've started making actions for the Bolt Networking asset. I've had it for nearly a year but wanted to wait until things stabilized and see if they made actions for it on their own. It seems stable, but there aren't any actions available.

If you use this asset please feel free to post recommendations or contribute to the repository. I'll drop more actions and revisions into it as I get more familiar with the tool.

Update 15-Jun-2015
Alright so after a nearly complete lack of development/support regarding Bolt since late February [which is why I had stopped developing this addon] it was publicly announced that Exit Games (Photon) has purchased Bolt and hired Frederick as the primary developer.

Their immediate roadmap is to release a 1.0 version with the current feature set. Perhaps once the product becomes more stabilized and the API settles down after integration into other Photon products we will continue working on the actions.
« Last Edit: June 15, 2015, 07:08:31 AM by Lane »

jeanfabre

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Re: Bolt Networking Actions (Beta WIP)
« Reply #1 on: March 02, 2015, 03:43:03 AM »
Hi,

 Excellent!

Bye,

 Jean

Lane

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Re: Bolt Networking Actions (Beta WIP)
« Reply #2 on: March 06, 2015, 08:54:05 PM »
Progress on this!

Gitrep updated, you can have almost full control over a Bolt Entity and its State now. This allows you to pass variables across the network by updating them on an entity. You could, at this point, use proxy objects and make a functional basic game with networking with the actions on hand.

The way Bolt works is actually pretty cool now that I can see it clearer (still just hitting the surface though, lots to come!). With this update we have basic access to the Entity and State, and that is really quite a bit of power but high level Connections, Commands, Events, Objects, and various utility Methods are still on the drawing board. Structure looks good at this point for those new things.

If you are coding in Bolt then you may find BoltPlayMakerUtils.cs useful, as it contains dynamic access to Entity and State.

marcos

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Re: Bolt Networking Actions (Beta WIP)
« Reply #3 on: March 07, 2015, 12:20:51 AM »
It's awesome that you're doing this. I've been looking at Bolt for a while, but yeah, not having Playmaker actions has kept me away :)

rockawesome

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Re: Bolt Networking Actions (Beta WIP)
« Reply #4 on: March 08, 2015, 04:20:59 PM »
thanks for doing this!

dorkirt

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Re: Bolt Networking Actions (Beta WIP)
« Reply #5 on: March 09, 2015, 04:55:23 AM »
Thanks a lot Lane!

naldal321

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Re: Bolt Networking Actions (Beta WIP)
« Reply #6 on: March 22, 2015, 12:47:31 PM »
Thanks.. Big help!

Lane

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Re: Bolt Networking Actions (Beta WIP)
« Reply #7 on: March 22, 2015, 01:46:30 PM »
Just a little update on progress.








>>Global Events work, all callbacks can be received by some preloaded BOLT events  in the Event List.
>>Properties are reliable to manipulate across clients.
>>Transform Entity sync works.
>>Entity Control and Ownership can be manipulated reliably.
other stuff..

Let me know if you want to test things out, its got enough content where some user testing would be very useful for fixing small issues in the actions, editor scripts and proxy scripts. I've screened everything in basic scenarios to make sure its basically bug free and working, but the kit needs a lot of testing and application to make sure the gaps are filled.

Roadmap:
Bolt Objects
Bolt Commands
Protocol Token builder/digester

rik

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Re: Bolt Networking Actions (Beta WIP)
« Reply #8 on: March 24, 2015, 07:21:00 AM »
Hi great work i want to make a multiplayer game i was not start yet so i have basic idea on photon networking so what you suggest to use photon or bolt

Lane

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Re: Bolt Networking Actions (Beta WIP)
« Reply #9 on: March 24, 2015, 08:06:25 AM »
I would suggest Photon since its already completed and is your first go at multiplayer.

Bolt is still in beta, has unupdated docs and the tutorials are all in C#.

Bellesteck

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Re: Bolt Networking Actions (Beta WIP)
« Reply #10 on: March 27, 2015, 03:54:48 PM »
Hey, I'm having trouble with the "Bolt State Get Transform" it seems to only want to store a "RectTransform" object and I have no idea how to turn that into a Vec3 to apply to the game object...

Lane

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Re: Bolt Networking Actions (Beta WIP)
« Reply #11 on: March 27, 2015, 05:44:44 PM »
It stores an Object type so you can store it as an FsmObject variable that is defined as UnityEngine.Transform, but doesn't seem to work properly.

I think the way Bolt tries to handle Transforms is causing some interference. It seems to handle Transforms in a special way so I'll likely have to figure out a little more about whats actually happening and make a special solution for grabbing transform variables through Bolt States.

What is the case for wanting to use a transform variable? Typically for prefabs instantiations you would want to use SetTransforms true in the Bolt Entity Proxy so that the transforms sync. After that the current transform will always be accurate on every client and whomever has control can dictate movement.

Bellesteck

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Re: Bolt Networking Actions (Beta WIP)
« Reply #12 on: March 27, 2015, 06:02:59 PM »
I guess I just don't know what I'm doing. I tried to set it up like photon(owner sets variable, not owner gets variable). Is there a tutorial or something I can use to learn proper usage?

Lane

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Re: Bolt Networking Actions (Beta WIP)
« Reply #13 on: March 27, 2015, 06:14:43 PM »
Theres not much documentation on this side yet, but you can review the Bolt tutorials to get an idea of how the Bolt system works.

Lane

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Re: Bolt Networking Actions (Beta WIP)
« Reply #14 on: June 15, 2015, 07:10:24 AM »
Update in the first post. Exitgames purchased Bolt.