Search found 8 matches
- 03 Jun 2018, 11:02
- Forum: SFS2X Questions
- Topic: About blog "Best of both worlds: SFS2X + server side Unity for realtime games"
- Replies: 1
- Views: 3215
About blog "Best of both worlds: SFS2X + server side Unity for realtime games"
Hi guys, First of all, thanks to the SFS team for the two highly interesting blog entries! (For those who have not read the blog entries, check them out: https://smartfoxserver.com/blog/best-of-both-worlds-sfs2x-server-side-unity-for-realtime-games-p1/ ) I have been working a lot on a very similar s...
- 17 Apr 2018, 17:17
- Forum: 2X Features Wish List
- Topic: A tutorial on importing Unity Terrain or Talking to Unity Client for Collision Information
- Replies: 9
- Views: 16018
Re: A tutorial on importing Unity Terrain or Talking to Unity Client for Collision Information
Maybe we could make a tutorial about it, or something along those lines Absolutely! I have seen questions in this direction in the forum a few times, so I guess people could use it. One way to do serialization is to add the ToSFSObject() and FromSFSObject() Right, I could do that, but I try to shie...
- 17 Apr 2018, 11:26
- Forum: 2X Features Wish List
- Topic: A tutorial on importing Unity Terrain or Talking to Unity Client for Collision Information
- Replies: 9
- Views: 16018
Re: A tutorial on importing Unity Terrain or Talking to Unity Client for Collision Information
I will try to extract the stuff into a GIT project with extension and Unity demo scene. I will keep you up to date, of course. By the way, native byte serialization works like a charm. Some of Unitys types (like Vector3 and Quaternion) need some extra code, though. Also every custom MonoBehaviour an...
- 16 Apr 2018, 18:36
- Forum: 2X Features Wish List
- Topic: A tutorial on importing Unity Terrain or Talking to Unity Client for Collision Information
- Replies: 9
- Views: 16018
Re: A tutorial on importing Unity Terrain or Talking to Unity Client for Collision Information
Hi, thanks for your reply! The serialization approach is probably exactly what I am going to end up doing. Thanks :) Currently my approach is to start a Unity instance for every Game, which will encompass roughly 2 to 10 players. One instance consumes 250 mb and 10% CPU on an AWS t2.micro machine. S...
- 14 Apr 2018, 15:31
- Forum: 2X Features Wish List
- Topic: A tutorial on importing Unity Terrain or Talking to Unity Client for Collision Information
- Replies: 9
- Views: 16018
Re: A tutorial on importing Unity Terrain or Talking to Unity Client for Collision Information
Hi guys, concerning the approach with a server-side headless unity client, I have made good experiences with it. In my current project, rooms are created by the client and the SFS will spin up the same unity game that the client uses, but with an admin configuration (via runtime parameter). All requ...
- 25 Nov 2017, 12:27
- Forum: SFS2X Questions
- Topic: Order of events
- Replies: 1
- Views: 3360
Order of events
Hello! I have a question concerning the order of messages across the network. Say, I emit a number of ExtensionResponse events from one thread by calling SFSExtension.send(). Do I have a guarantee that a client will process the events in the same order when calling processEvents(), say from a c# API...
- 25 Feb 2017, 09:45
- Forum: SFS2X Questions
- Topic: Automatic LeaveRoomRequest
- Replies: 3
- Views: 5083
Re: Automatic LeaveRoomRequest
Hi, thanks for the reply. I am a bit embarrassed to have found the solution so shortly after posting this. So indeed the Limbo-idle time was to blame. I caught the UserLeaveRoomRequest with a BaseServerEventHandler listening for SFSEventType.USER_LEAVE_ROOM and apparantly thats what the server uses ...
- 23 Feb 2017, 18:41
- Forum: SFS2X Questions
- Topic: Automatic LeaveRoomRequest
- Replies: 3
- Views: 5083
Automatic LeaveRoomRequest
Hi everybody, I have problems with a strange behaviour: Every minute, certain Users are removed from a MMORoom. It is caused by a UserLeaveRoomRequest that I can intercept with an EventHandler, but I never fire such an event. I also don't have idle timeouts that short and keep sending pings and user...