Island Demo
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- Joined: 01 May 2009, 04:03
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
Yeah - I am currently still making sure that the examples are all in Unity 2.6 format.
It requires Unity 3 users to be somewhat awake and know about the new webplayer security if they try to run the examples in a webplayer. But thats the price to pay I guess.
Maybe I could put in the 3.0 code and comment it out. Would make it nicer maybe.
Some time in the future after 1-2 point releases of Unity 3, then I'll switch fully to 3.0 on the examples.
/Thomas
It requires Unity 3 users to be somewhat awake and know about the new webplayer security if they try to run the examples in a webplayer. But thats the price to pay I guess.
Maybe I could put in the 3.0 code and comment it out. Would make it nicer maybe.
Some time in the future after 1-2 point releases of Unity 3, then I'll switch fully to 3.0 on the examples.
/Thomas
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- Posts: 3
- Joined: 01 May 2009, 04:03
ThomasLund wrote:Yeah - I am currently still making sure that the examples are all in Unity 2.6 format.
It requires Unity 3 users to be somewhat awake and know about the new webplayer security if they try to run the examples in a webplayer. But thats the price to pay I guess.
Maybe I could put in the 3.0 code and comment it out. Would make it nicer maybe.
Some time in the future after 1-2 point releases of Unity 3, then I'll switch fully to 3.0 on the examples.
/Thomas
That would be great, because if you upgrade from Unity 2.x to 3.x just comment the 2.x code and un-comment the the 3.x code.
Some learn by seeing others doing and some not at all.
3MOG (Mini Massive Multiplayer Online Game)
a small developers definition of MMOG
3MOG (Mini Massive Multiplayer Online Game)
a small developers definition of MMOG
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
It is not a "press red button to create a FPS" tutorial.
But it has interpolation (if you want to use that), extrapolation (default for FPS), autoritative server model where all moves are send to server. The server has an empty "put your validation code here" method, so you can check for speed hacks or similar. But the example simply accepts all input.
It does _not_ have prediction on the client side and it does not send keyboard input to server. Each client will send the transform to the server. In a advanced case, you would send the keypresses, validate those, apply to server model and send an accept back to client. But thats out of scope for this tutorial.
/Thomas
But it has interpolation (if you want to use that), extrapolation (default for FPS), autoritative server model where all moves are send to server. The server has an empty "put your validation code here" method, so you can check for speed hacks or similar. But the example simply accepts all input.
It does _not_ have prediction on the client side and it does not send keyboard input to server. Each client will send the transform to the server. In a advanced case, you would send the keypresses, validate those, apply to server model and send an accept back to client. But thats out of scope for this tutorial.
/Thomas
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