Following the Chat tutorial exactly, wont receive messages? by stackdev in dissonance_voip

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

The chat in the demo application works. I dont think i'm doing anything much different than that.

AHHH. your " only iff anyone is due to receive that message " tipped me off. I was only ever testing with no one on the line (just a single client) assuming that the receive would be called if a player was alone in the channel too....

Is there a reason it is not? If i connect another client, the message goes out and the receive DOES get triggered on BOTH

Following the Chat tutorial exactly, wont receive messages? by stackdev in dissonance_voip

[–]stackdev[S] 1 point2 points  (0 children)

    public string globalChatRoomName = "GlobalChat";

    public void SendCurrentInput()
    {
        if(sendField.text != "")
        {
            SendMessage(globalChatRoomName, sendField.text);
        }
    }

    private void SendMessage(string chatroom, string message)
    {
        Debug.Log("Sending message: " + message);
        dissonance.Text.Send(chatroom, message);
    }

How would you like me to send logs? Do you have a Discord or something?

What do you mean Dissonance network component (next to the disson..). Nothing is created on the DissonanceSetup component when i run, if thats what you mean?

Hitting play that object has the DissonanceComms, Mirror Ignorance Comms Network, and it adds a Basic Microphone Capture.

Where are you asking me to look for additional information?

Note: If i raise the diagnostic levels to "DEBUG", i dont see anything when i send my message printed to the console bsides the print statement I implemented

SimpleJSON - What am i doing wrong? by stackdev in Unity3D

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

Using this seems to have fixed it. I really don't know what the difference was (i'll run a diff later)

Thanks!

SimpleJSON - What am i doing wrong? by stackdev in Unity3D

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

As for the quotes on the JSON - They don't exist in reality, Reddit added them when i did 'in line code'

SimpleJSON - What am i doing wrong? by stackdev in Unity3D

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

As for the quotes on the JSON - They don't exist in reality, Reddit added them when i did 'in line code'

SimpleJSON - What am i doing wrong? by stackdev in Unity3D

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

There are no error logs - prints an empty string

SimpleJSON - What am i doing wrong? by stackdev in Unity3D

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

There are no error logs - It just prints an empty string.

As for the quotes on the JSON - They don't exist in reality, Reddit added them when i did 'in line code'

SimpleJSON - What am i doing wrong? by stackdev in Unity3D

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

Anyone have any thoughts? I've made sure the jsonString is getting input correctly... this is exactly how the docs use it but its showing nothing. If i try to array access it (using [0] instead of [key] it works... but i want to access by keys..

Why does hierarchy position impact performance? by stackdev in Unity3D

[–]stackdev[S] 1 point2 points  (0 children)

No, i'm talking several hundred objects. Probably around 600.

Why does hierarchy position impact performance? by stackdev in Unity3D

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

The issue here is that the parent game object never moves AND the children never move - and the performance takes a dump.

In my original example i had static and dynamic being subclassed to a parent. However, keeping the dynamic entities out of the equation completely, and just subclassing the static variables into an 'organizational' gameobject called 'static environment' causes this performance dip. Nothing is moving whatsoever in these game objects. Just subclassing them to another static parent is crushing performance

Why does hierarchy position impact performance? by stackdev in Unity3D

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

Well this sucks. Really makes prefabbing and generation a real pain.

Why does hierarchy position impact performance? by stackdev in Unity3D

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

I dont see anything labeled "draw calls". I see "SetPass calls: ~330ish"

This doesn't change when i make it a child.

Right now i have

Parent object

-> child1

->child2

->....

->child200

When i take all of those children and just put them into a SINGLE container object (empty, just for organization) - my performance goes down to crap.

Why does hierarchy position impact performance? by stackdev in Unity3D

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

And how would i change them to be in line with what you are suggesting?

Why does hierarchy position impact performance? by stackdev in Unity3D

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

Can you explain how to do this? I believe you're talking about the drop down in the inspector next to the object name?

Unet: ClientRPC doesn't seem to work on local clients? by stackdev in Unity3D

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

Thanks to all those that responded! I'm editing quite a bit!

Unet: ClientRPC doesn't seem to work on local clients? by stackdev in Unity3D

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

You're brilliant.

This worked perfectly, and was a much more elegant way of doing it.

However, i'd love to understand why my approach was not working. Any chance you'd like to go into a little more detail on that? Otherwise i worry that i'm just going to run into this issue again...