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How to tell when I've received the Server's state after the client connects

I'm trying to do a simple thing - I want to delay the Network.Instantiate() of my player object until my server finshes sending it's current state at time of connection. Is there an easy way for the...

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How can I create multiple camera locations.

I'm working on a game which has vehicles, and each vehicle can have multiple camera locations. I would like to do something like the following: Vehicle CameraRig FrontCamera RearCamera LeftCamera...

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How to fix "Actor::updateMassFromShapes: Can't compute mass from shapes: must...

I have a client/server game which has spaceships flying about a scene. Every now and again my server will issue the following error **Actor::updateMassFromShapes: Can't compute mass from shapes: must...

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Using BroadcastMessage on OnCollisionEnter

Hey all, I need to fake an OnCollisionEnter() event, and ensure that every MonoBehavior attached to a given gameObject receives the event, and processes it just as if it were a real collision. I'd love...

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Network.Instantiate & Destroy buffered RPC problem

Can somebody verify that Network.RemoveRPCs(viewId) will only work if the caller is also the owner of the networkViewId ? If so, it answers my question & provides me a path forward. A sandbox...

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