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  1. Posts
    3
    I have a link I just don't know if I am able top post it.

    Hope no one cares..

    Click here to download


  2. Posts
    45
    Thank you very much...


    This time I won't delete it :P


  3. Posts
    105
    [QUOTE=Myister;565564]I have a link I just don't know if I am able top post it.

    Hope no one cares..

    Thank you!


  4. Posts
    28
    Thanks a ton for the link to the pdf!

    Does anyone have a copy of the project?



  5. Location
    new Vector3(?,?,?)
    Posts
    1,171
    The link to the PDF in the original post no longer works.

    Edit : Ok my bad : See links above


  6. Posts
    407
    you saved my hide there. I had the original tutorial on another old computer that I've since lost track of. I don't have the $85 to buy it...
    My Rig:

    Processor: AMD FX-6100 Zambezi
    Mobo: ASUS Sabertooth 990FX
    RAM: Corsair Vengeance 4x8 GB DDR3
    VRAM: MSi TwinFrozrIII 2GB GDDR5
    HDD: 1 TB SATA Seagate
    SSD: Kingston 64GB
    OS: Windows 7 Ultimate 64-Bit OEM
    Mouse: Logitech G500
    Keyboard: Logitech 920
    Monitor: 2 Acer S231HL 23"


  7. Location
    Chennai,India
    Posts
    186
    thanks for the link again donGato


  8. Location
    Valparaíso, Chile
    Posts
    578
    Hey DonGato, fantastic.. thanks, and Thanks M2H for this.. and thanks God who made you.. and so..... thanks me too because i like this things... and my mom, because she.. well.. thanks..
    Hi..


  9. Location
    Mars (yep there's life, and Unity, on Mars)
    Posts
    1,650
    Very cool, thanks for sharing!


  10. Posts
    636
    In this example2, I did like this. Make standalone game. And then run the game in the unity editor after load the [Example2_menu] scene.

    and made server and started game. And then run the standalone, but the list of game is empty. I think it should listed in there cuz I already run server in the editor. I don't know why list does not appear.

    In example3's lobby testing, no problem. Client get list of current server well. Then why example2 can't do like this? I saw example2's scripts but I can't find the reason.

    Anyone know why and how fix? Thank you.
    WebGame, King Of Mage
    www.truthme.com/WebPlayer.html


  11. Posts
    60
    Does anyone have a good reference for exactly how to setup the master server on your own server? having trouble finding any good references.



  12. Posts
    60
    Thanks I got those, yet they are not to helpful explaining how to setup the actual server.

  13. Administrator
    Location
    London, UK
    Posts
    2,617
    Mmm... As I would be dealing with a hosted server, I sent the links to my provider and said "Can you set this up for me if I'm buying additional hosting space?" and they said "Yes! Piece of cake!"...

    And I stopped my research.

    But, sympathetically and unhelpfully, I've not found a lot either.

    Have you tried #unity3d on irc?


  14. Posts
    60
    yeah I tried that. In most cases I just use the public server. But I want to set one up myself at the moment. I think I have it going but I am not connecting so some sort of manual that explains the setup would be helpful to make sure I have not missed anything. .e.g what ports need to be opened UDP and TCP getting the NAT running etc.

  15. dip dip is offline

    Posts
    1
    the download link is broken
    anyone have other link?

  16. Administrator
    Location
    London, UK
    Posts
    2,617
    dip: Look above to the link provided by DonGato.


  17. Posts
    1
    Hello, i think the tutorial is great and i have two questions:

    In the exaple4(FPS game) there' a script GameSetup which takes care of spawning of players. The script calls function OnNetworkLoadLevel in the following loop:
    Code:  
    1.             go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver)
    2.         }

    I want to know why this loop with FindObjectsOfType(GameObject) is neccessary(or logical)? Why can't it be replaced with just one call of OnNetworkLoadedLevel() function(the function which calls Network.Instantiate) like in the example2 for instance?

    And my second question -> In the same script(GameSetup) there is public var playerList = new ArrayList(); with comment that this is a server-only playlist. Is it really server-only? Because RPC function call TellOurName is sent to everyone and playerList gets new elements added on clients as well, if i understand it correctly?

    Thanks and Happy Holidays!


  18. Location
    England
    Posts
    62
    Megaupload has been shut down, can anyone put up another mirror of the PDF?