Search found 30 matches
- 07 Feb 2011, 22:28
- Forum: SFS2X C# API
- Topic: ICollection supported by Unity?
- Replies: 2
- Views: 5795
- 07 Feb 2011, 21:41
- Forum: SFS2X C# API
- Topic: ICollection supported by Unity?
- Replies: 2
- Views: 5795
ICollection supported by Unity?
Hello. I've been trying to use ICollection<Users> to send object messages to custom users, but I cannot manage to create one. I saw that ICollection belongs to .NET Framework 4, but Unity only has support up for .NET Framework 3.5. Am I wrong? Is there any way to solve this?? :( Thanks!
- 07 Feb 2011, 00:24
- Forum: SFS2X Questions
- Topic: How to receive vicinity users?
- Replies: 4
- Views: 7244
- 07 Feb 2011, 00:18
- Forum: SFS2X Questions
- Topic: How to receive vicinity users?
- Replies: 4
- Views: 7244
Thank you for the reply, this is non a trivial issue in networking. As you said, I took a look to sphere trees, and there are few questions that I do not manage to understand: Anyway, could it be possible to make an extension for it? If yes, I read the introduction that you suggested, from Game Gems...
- 06 Feb 2011, 19:40
- Forum: SFS2X Questions
- Topic: How to receive vicinity users?
- Replies: 4
- Views: 7244
How to receive vicinity users?
Hello. I just ported from sfs1 to sfs2 2 days ago, and now that I can work with UDP, making thus the real-time step with no fear, I'm dealing with another kind of problems. In sfs1 Island Demo, player retrieved all the users transforms. In larger maps, with 200 users playing at the same time, it wou...
- 25 Dec 2010, 17:35
- Forum: .Net / Unity3D API
- Topic: onPrivateMessage - different rooms
- Replies: 6
- Views: 13724
- 24 Dec 2010, 23:34
- Forum: .Net / Unity3D API
- Topic: onPrivateMessage - different rooms
- Replies: 6
- Views: 13724
I took a look over SFS2X and, since I'm a noobish developer (and actually it is a little big step what I have been done with my project until now :)) I'm afraid of doing any port (and survive to it), so I'd better wait for some help from SFS people. Anyway, and in worst of all cases, I'd port it. :?...
- 24 Dec 2010, 12:53
- Forum: .Net / Unity3D API
- Topic: onPrivateMessage - different rooms
- Replies: 6
- Views: 13724
- 23 Dec 2010, 22:22
- Forum: .Net / Unity3D API
- Topic: onPrivateMessage - different rooms
- Replies: 6
- Views: 13724
- 12 Dec 2010, 12:10
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: Register new users to H2 database from a webpage.
- Replies: 2
- Views: 5298
Register new users to H2 database from a webpage.
Hello. I have my mmo project working with a H2 databse. The project itself is not as complicated as to use more than one database. Now I want to make a webpage where new users could register new accounts. Once the account is created and activated, they can log into the game with that new account. Ju...
- 30 Nov 2010, 11:13
- Forum: .Net / Unity3D API
- Topic: SFSclient.SetUserVariables --> NullReferenceException ?
- Replies: 15
- Views: 23765
- 24 Nov 2010, 09:29
- Forum: .Net / Unity3D API
- Topic: SFSclient.SetUserVariables --> NullReferenceException ?
- Replies: 15
- Views: 23765
I think I have an answer. As I said, I used custom login in my game. If you read the C# API documentation, specifically OnUserLogin event, you will notice that using custom login does not define automatically some SmartFoxClient variables. And having undefined variables will become in a null referen...
- 20 Nov 2010, 11:20
- Forum: The Gallery
- Topic: "Kommun" - Social MMO (Alpha)
- Replies: 0
- Views: 9219
"Kommun" - Social MMO (Alpha)
Video: http://www.youtube.com/watch?v=g9XxCeH9Qqw After developing several failed projects, in September 2010, I set out to individually design a massive game (MMO) of a social nature. To do this the way I found another gem: SmartFoxServer. After a little quarrel with this new software, the project ...
- 13 Nov 2010, 17:54
- Forum: .Net / Unity3D API
- Topic: Disconnect due to lost socket connection (before login)
- Replies: 2
- Views: 6758
Thank you! I added this line to my config.xml file and now it works fine.
Code: Select all
<MaxSocketIdleTime>100000</MaxSocketIdleTime>
- 13 Nov 2010, 15:47
- Forum: .Net / Unity3D API
- Topic: Disconnect due to lost socket connection (before login)
- Replies: 2
- Views: 6758
Disconnect due to lost socket connection (before login)
Hello. :) I've made some progress in my game, but there is a little "gap" that is annoying me since the first day. Let me explain. When I launch my game, I first establish a connection with SFS, and store it in a static (global) SmartFoxClient class instance. Once I get a "Successfull...