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Unity 3 access Script component (not the script its self)

**Explanation of my situation:** Okay, so this situation is a little weird. I'm working on a game that started in Unity 2. Back then we had a ton of users create a bunch of worlds using asset bundling....

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Runtime get data from script component with missing script

My situation is very complex, but long story short I have a script component with no attached script, but attached data. There is no way around this situation, I CANNOT restore the script, and it is...

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Multiple pass Surface Shader

I am working on a multiple pass surface shader based on the Unity builtin VertexLit shader... Basically, what I am trying to do is let the shader do its thing in its own passes, and then add a second...

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Give a NetworkView a predetermined ID

Hello! I am working on a multiplayer game... Due to the situation I am in (which is very hard to explain) I am forced to implement my networking in a strange way. My goal is to do this: Create a simple...

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Convert Unity 2.x asset bundles to Unity 3.x

Hello! We are currently trying to upgrade some old levels to the current version of Unity 3.0 used by our game... To do this, we are using the following process: Import the levels into Unity 2, and...

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Does Network.SetSendingEnabled() buffer or drop RPCs?

If I set Network.SetSendingEnabled() to false for a specific player/group, will all RPCs sent after that be buffered and await re-enabling of sending? Or will they be dropped when sent?

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Force NetworkView or NetworkViewID to be "global"

Hello! In dealing with Unity networking I have (I think) noticed something: Anyone can call RPCs on a network view that I placed in the scene from within the editor... If, however, the network view is...

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Network Views from separate scenes causing conflicting IDs?

I have two scenes. Scene A, and Scene B. When the game starts, Scene A is loaded. When the player connects to a server, Scene B is loaded. Inside Scene A there is a NetworkView with a script containing...

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