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Messages - kavery

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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)

I'm not sure where to post about this, but I'm having trouble with 1.8 and Unity 5.2.4, but with many more actions. For example set animator boolean.. any animator action.. all PM errors were 15,000 and counting.

I can't seem to install 1.8 without deleting all of the playmaker asset folders. Maybe this is ok practice but I wonder if it's why my actions get burnt, but I'm guessing that's not it.

I'm trying 1.8 because I couldn't get 1.7.3 to create a WebGL build. I first fixed the colliding .dll, but then I got hundreds of missing actions or namespace issues.

Action Requests / Re: New Apple TV / tvOS
« on: November 28, 2015, 12:37:50 PM »

The new remote is actually really nice for gaming, has a very accurate touchscreen like surface. Plenty of buttons for actions. And of course an A8 under the hood. The app market seems hungry too. 

PlayMaker Help / Re: Change Mecanim States with Playmaker
« on: November 08, 2015, 12:19:41 PM »
How cool would it be though if you could navigate mecanim states just by mirroring what state you're in on any given FSM. Just like how state synchronization works but the other way around. I know you can achieve the same thing with parameters, but this would be a nice clean way to dictate transitions, with less setup and potential for variables clashing.

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