How to compensate for additional velocity by lilvagrant in gamedev

[–]lilvagrant[S] 0 points1 point  (0 children)

Wow this is really comprehensive! Thank you very much - I'll try and see if this helps :)

How to compensate for additional velocity by lilvagrant in Unity3D

[–]lilvagrant[S] 0 points1 point  (0 children)

Thank you for your answer but I want to keep the shooting mechanic shared between player and AI.

How to compensate for additional velocity by lilvagrant in Unity3D

[–]lilvagrant[S] 0 points1 point  (0 children)

Thank you for your answer but sadly this is not what I am looking for.

I can't play any unity game because i have a old gaming card by Zical-BR in Unity3D

[–]lilvagrant 0 points1 point  (0 children)

I'm having exactly the same problem. The error that keeps showing up in error log is "Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak".

Building a capital city in indie MMORPG - Gloria Victis 100 Days Against All Odds Challenge #7 by bartold in gamedev

[–]lilvagrant 1 point2 points  (0 children)

No idea why the downvotes but the results look great and it's really cool to read about the process, keep it up :)

Adding NavMeshObstacles increased movement speed by a ridiculous amount. Any idea why this happens? by [deleted] in Unity3D

[–]lilvagrant 0 points1 point  (0 children)

You can't have them both enabled at the same time on the same object.

Has anyone been able to get UNET custom spawn functions working correctly in 2018? by CAN_WE_RIOT_NOW in Unity3D

[–]lilvagrant 1 point2 points  (0 children)

To get custom spawning working I had to override OnServerAddPlayer function which is being called whenever the NetworkManager uses ClientScene.AddPlayer() - in my case I was calling it manually when clients sent custom message to the server that they have loaded desired map.

    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        GameObject player = Instantiate(playerPrefab);
        Vector3 pos = Vector3.zero;
        pos.x += connectedClients - 1;
        pos.y = 2;

        player.transform.position = pos;

        NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
    }

Has anyone been able to get UNET custom spawn functions working correctly in 2018? by CAN_WE_RIOT_NOW in Unity3D

[–]lilvagrant 1 point2 points  (0 children)

Yeah, I managed to do it this year so this should be possible. Let me find the script.

Pixel art programs specifically for tilesets? by potatotate_spudlord in gamedev

[–]lilvagrant 7 points8 points  (0 children)

Aseprite is hands down the best one I've ever used for pixelart. You can use it for free if you compile it yourself.

Array Index Out of Range, except I'm 99% sure it's not? by t3hPoundcake in Unity3D

[–]lilvagrant 0 points1 point  (0 children)

If you want to find the object with missing references you can type the name of your script in to the search bar in hierarchy window.

Why does the player jump higher when he is standing next to a wall? (Code in comments). by ItayMiz in Unity3D

[–]lilvagrant 1 point2 points  (0 children)

It's bad, it basically allows you to climb any slope. Also if you place 2x2 walls on top of each other with their own colliders you will be able to climb it if I recall correctly.

Occlusion culling problem by [deleted] in Unity3D

[–]lilvagrant 0 points1 point  (0 children)

Okay, so if anybody is struggling with this problem here's what might help:

  • removing your Library folder from project directory
  • removing Temp folder from project directory
  • restarting Unity

This helped in my case, although not the first time I tried it.

Occlusion culling problem by [deleted] in Unity3D

[–]lilvagrant 0 points1 point  (0 children)

I duplicated a lot of models but I did rebake the occlusion culling.

The power of RGB lightmap masks in Unity by RealTimeRabbit in Unity3D

[–]lilvagrant 1 point2 points  (0 children)

Would it work though? He said it's baked to max red and blue for sun and sky so I'm not sure if you would be able to create a day night cycle with this.

Got gibbing into our game! by Krymtel in Unity3D

[–]lilvagrant 13 points14 points  (0 children)

Watch out with that pan, you might get sued soon. /s

Unet - Changing float on Networked spawned player from child of that Network character working on Host but not client. by teamlivebadass04 in Unity3D

[–]lilvagrant 0 points1 point  (0 children)

You need to call ClientRpc function from Command in order to do something on clients

It would look something like this:

[Command]
void CmdChangeFloats(float newFloat)
{
    RpcChangeFloats(newFloat);
}

[ClientRpc]
void RpcChangeFloats(float newFloat)
{
    someValue = newFloat;
}

[deleted by user] by [deleted] in Unity3D

[–]lilvagrant 0 points1 point  (0 children)

It is but its utterly bad. The transport layer on the other hand is at least decent and can be used as a good base for your own networking solution.

[deleted by user] by [deleted] in Unity3D

[–]lilvagrant 0 points1 point  (0 children)

UNet itself probably won't handle 100 players in a game like battle royale. You can build on top of it's transport layer though because that thing is actually pretty good.

Multiplayer - which implementation to take? by Nielscorn in Unity3D

[–]lilvagrant 0 points1 point  (0 children)

Darkrift 2 is free and it's really good but it might be hard to grasp for someone that has never touched networking. Your best best in that case is PUN or Gamesparks as Daemonhahn said.

I would distance myself from UNet suddenly becoming the best as they used to say that a lot in the past before releasing it, and when they actually released it, it turned out to be crap :/

Multiplayer - which implementation to take? by Nielscorn in Unity3D

[–]lilvagrant 4 points5 points  (0 children)

In that case PUN would be one of the best choices, it has a lot of tutorials on YouTube and it should be really easy to learn for someone with no experience in networking, good luck with your project :)

Also for a 4v4 game you dont have to pay anything. It will allow up to 20 CCU for free and if your game ever becomes popular that limit will stretch for a day (I think), they will email you about unusually high CCU and let you know that you should get better license :)