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Messages - kavery

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I've noticed this in every Unity and PM version I've used over 2 years. Probably no solution available.

It sounds like you mostly have it.. doesn't 'get next' in an array list cycle through back to 1?

Thanks that helps. For the 'move towards' target location I decided to pass a synced Vector3 of the host's target on every frame for the others to move towards. Then on intervals like stop walking, attacks or getting hit/knocked down, I get location of host once and set location once to ensure sync. It's working really well. I get occasional snaps to location so maybe I should do some lerp to smooth out the kinks. But maybe not even needed. I'll see when I have 20 guys all moving around.

PlayMaker Help / Re: Photon - Hit Delay With Street Brawler
« on: July 20, 2016, 05:13:42 AM »
So I changed the send rates from 20 and 10 to 40 and 20... things are so much  more responsive now. I'm also only spawning from the host.

It feels great to finally have this network stuff in order after many weeks of thinking I was done and realizing I was nowhere close. It's a long struggle but worth it!

PlayMaker Help / Re: Photon - Hit Delay With Street Brawler
« on: July 19, 2016, 09:55:28 AM »
Thanks Sid.. I had no idea about setting the transfer frequency. I will look into that tonight.

I have clients spawn enemies as a way to test the difference in behavior, and also to balance enemy count per player, but I certainly don't have to do it that way.

I might be missing some understanding of how ownership works, but it seems if I spawn by host, other players will always face the lag problems when fighting those enemies. I have seperate FSMs active depending on owned or not owned. The not owned FSM is designed to receive instructions, the owned sends.

The local hitbox thing might work if I can tighten up the location sync just a tad more. If you are in a slightly different location, the hit doesn't register. I don't mind if the hits are off for the other view.. as long as the player you control and the corresponding opponent feels responsive. 

PlayMaker Help / Re: (SOLVED) See if an aninmation has finished
« on: July 19, 2016, 07:19:17 AM »
Same here.. I would love a more direct option but using the State Synch Script works well. If you have a Mecanim state that directly follows the animation state in question, and you have an FSM state of the same name (ie 'Finished Jump') the FSM state will change with the Mecanim state.

PlayMaker Help / Photon - Hit Delay With Street Brawler
« on: July 19, 2016, 06:30:16 AM »
So after many weeks of persistence I finally have my street brawler working with photon. Player and enemy positions are well synced but now I'm faced with the ever familiar lag issues.

The game is a 3D take on the traditional street brawler .. but you can walk and fight in multiple directions. Each player spawns a number of enemies, so a typical moment involves a few enemies that are 'yours' and a few that are not. The problem delay occurs when the player you are controlling fights an enemy that is not yours. There is of course delay that kills the feeling of impact as you punch. The impact happens when you bring your fist back.

Since you can't use client side prediction with a fighter, I'm not sure where to go with it. I've done a bunch of reading but not sure how to pull off something in playmaker. Maybe a rollback method?

I'd love to know of a way to make all enemies 'yours' but I'm not sure if that's possible while maintaining the network sync. I could spawn enemies only from my side, but then player 2 would fight only non-owned enemies?

Alex, you say if you right click an event in the debug log it shows what sent the event. I don't see that? There appears to be nothing that would trigger an 'idle' event global but it keeps getting triggered.


First, I can't thank you enough for the hard work on the photon PM features. Never thought I'd be able to network MP.

Right now in my game I have everything working over the network except for the walking path of the enemies. They are programmed to use local logic to find the closest player target by tag, then a "move towards" said target. Each player has 6 invisible location zones placed around the base (the targets). This sort of works in MP but it's not reliable enough to maintain owner and slave instance locations. I'd like to maybe just control the movement/position of the slave using owner RPC commands, but syncing the position on every frame is jerky. Wondering how else one could approach this.

Other thoughts: I could pass G.Object variables (or array index) of the player targets from owner to slave via room properties - to help ensure accuracy of the target (one of the problems is - found closest targets don't always match), but it still wouldn't be perfect and is rather involved. Syncing position at intervals would help accuracy but would result in harsh snap movements.

I've thought about sending a vector 3 of the owner's target on every frame for the slave to follow, but this seems inefficient? I still think avoiding the local logic for slave movements would be cleaner.

*No physics involved.

Any ideas would be greatly appreciated!

PlayMaker Help / Re: WebGL and Playmaker‏
« on: February 08, 2016, 11:39:43 PM »
I've given up trying to get 1.8 to work (stomach is in knots over it, not pointing blame but I gotta move on) I tried what you mentioned above for 1.7.3, but all it does is give me 100's of errors. Is there a document that describes a step by step way to upgrade or refresh playmaker? Would be nice to get back to the sail boat.

iOS Help / Re: Apple TV, tvOS, Xcode build errors
« on: February 04, 2016, 02:27:24 PM »
Yes if anyone else wants to help encourage or help Alex get a TV box please PM Alex with a donation offer! He would only need $50 more or so, so even 5 or 10 would make a big difference! 

PlayMaker Help / Re: PlayMaker Globals compatibility
« on: February 03, 2016, 05:17:48 PM »
I had luck copying and pasting PlayMakerGlobals.asset in windows explorer. There were a few broken associations but mostly intact.

iOS Help / Re: Apple TV, tvOS, Xcode build errors
« on: February 02, 2016, 01:14:04 PM »
Has anyone had luck with apple TV? I'd like to try building to mine but I feel like it would be a big time investment.. plus I need to learn about Xcode. Before spending a week on this, vs. say getting touch mobile working.. it'd be cool to know if anyone has had success.

I'd be willing to contribute 1/2 toward getting Alex an apple TV .. If that would help PM diversity as a whole. I've been in a circle trying to find other avenues beyond PC builds and mobile. But if I know that's all I should focus on, I don't have a problem with that. Just seems like the Apple Tv could use more games.

I just tried that but I still get that first single error.

I upgraded to 5.3 and the latest patch. I tried 1.8 again.. this time it starts with a single red compiler error shown below. If I remove the .cs file in question and hit play, I get no compiler error but I get the same 999+ errors as mentioned before. Here's a few examples, starting with the initial error. Thanks for your help.

Assets/iTween/PlayMaker/Editor/iTweenMoveToActionEditor.cs(8,41): error CS0246: The type or namespace name `CustomActionEditor' could not be found. Are you missing a using directive or an assembly reference?

JumpkickTrigger: FSM: Action: MissingAction: Could Not Create Action: SetFloatValue (Maybe the script was removed?)
HutongGames.PlayMaker.ActionReport:LogError(PlayMakerFSM, FsmState, FsmStateAction, Int32, String, String)
HutongGames.PlayMaker.ActionData:CreateAction(FsmState, Int32)

Could Not Create Action: JumpkickTrigger: FSM: State 1: EnableFSM (Maybe the script was removed?)
HutongGames.PlayMaker.ActionData:CreateAction(FsmState, Int32)

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