Unity 3d Web Player Download

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Sharon Harris

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Aug 5, 2024, 3:33:01 AM8/5/24
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Youwill also want to encrypt any data you store in there because it will get hacked and will mess up leaderboards etc. You could also write a class that stores variables from the class as a deliminated string and parse it out and encrypt so you only have to make 2 methods. Such as Store and Retrieve methods that call private encrypt and decrypt methods. Then all you have to do is invoke that class to handle your loading and saving and point references to the variables instead of retrieving from playerPrefs every time you want the data.

Also remember not to use strings as your keys and instead store them for future use. IE it is better to use a static var key = "PLAYER VALUE KEY"; than to use PlayerPrefs.GetString("KEY"); because it will create and destroy a string which will activate the GC.


My experience with tiled to unity definitely came down to making sure I assigned my sprite layers and made sure the Player ranked above the imported layers from Tiled. In my case I only had three layers, Units, Wall, Floor, Player was assigned to Units which I set to appear above all other layers.


To be more clear, I mean I set the sprite layer on the sprite renderer on each game object. In my case the layer carried over from Tiled without any additional effort. I just had to make sure my player gameobject was set to its own layer, and that the layer was set to the top of the list.


I would say it is fine, but you might want to consider an alternative, which is a singleton. The reason I suggest such is it is a bit easier to work with singleton with canned saving routine than with statics. Also, less important, if you ever decided to do multiplayer it makes doing so a bit easier.


Now a singleton is where you have a static reference to an instance of the class. So for instance, you have a class called Player, and in Player you have public static Player Current;

You can then initialize Current on game start, and use it to reference the Current player all the time. Now you have both a static reference to it so all your scripts can easily get at it, while also having an instance so that any canned that needs such will work fine.


I see the line Failed to compile player script being in your screenshot multiple times. Addressables fail to build when they detect compile errors. Most likely, you have some pieces of code like the following:


This is not what causes that error; I have no compile errors in editor or on the phone. Addressables simply shows me these

Errors on iOS only, for no reason. It compiles fine on android and WebGL.

This seems like a bug.


Addressables seems half-baked to me when fine C# 9 code causing failed bulds in Unity. I would like to remove the package instantly from my project after this experience. I also never wanted to use Addressables because of not even being compatible to other Unity Packages like UIToolkit. Unfortunately the Localization package uses Addressables as dependency. Next time I try to find a alternative for Localization to get rid of Addressables.


When observing the console while building the project I noticed that there was another error shown for a short time in the console, but was removed when the final error arrived. Really great by the way for hiding the real error at the end:


I just started Unity about a week ago. I have finally reached the point where I am implementing gravity via a Rigidbody on my player. When I start moving the player is upright at first, but then it tips over and starts rolling. I do not know how to fix this and I obviously cannot make a survival game where the player keeps tipping over and rolling backwards! Thank you and just remember that I am a beginner


Player data is information that applies to an individual player or player group (shared data) and is stored as Key/Value Pairs (KVPs) by PlayFab. This article covers client API calls, which are safe to call from any process or context. It also covers server API calls, which should only be made from a dedicated server process you control, or a carefully secured CloudScript call. Server APIs require your dev secret key, which you should never provide-to or publish-with your client.


The C# Samples in this article are written for the Unity SDK. The Unity SDK uses an event driven model to handle non-synchronous tasks. To run the sample code using the standard C# or Xamarin C# SDKs, you must modify the code to use an async Task model. Methods that must be modified have Async append to the method name in the signature. For example, SetObject in the Unity SDK becomes SetObjectAsync in the standard C# SDK. For more information, see Asynchronous programming with async and await.


The C# Samples in this article are written for the Unity SDK. The Unity SDK uses an event driven model to handle nonsynchronous tasks. To run the sample code using the standard C# or Xamarin C# SDKs, you must modify the code to use an async Task model. Methods that must be modified have Async append to the method name in the signature. For example, SetObject in the Unity SDK becomes SetObjectAsync in the standard C# SDK. For more information, see Asynchronous programming with async and await.


While you can use an existing using Unity Project, the procedures in this quickstart assume that you're using the sample that you create when you complete the Quickstart: PlayFab Client library for C# in Unity.


Errors related to unityplayer.dll can arise for a few different different reasons. For instance, a faulty application, unityplayer.dll has been deleted or misplaced, corrupted by malicious software present on your PC or a damaged Windows registry.


In the vast majority of cases, the solution is to properly reinstall unityplayer.dll on your PC, to the Windows system folder. Alternatively, some programs, notably PC games, require that the DLL file is placed in the game/application installation folder.


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While sport has historically been a platform for social change, the empowerment of the professional athlete has undoubtedly strengthened the power that sport holds overall. Today, the days of "shut up and dribble" are no longer and the titles of athlete or student-athlete are often followed or preceded by an ampersand.


Most recently, over a dozen NFL players joined together to create a 70-second video addressing Black Lives Matter and asking the league to condemn racism. Just six days later, the NFL pledged to donate $250-million towards combatting systemic racism and battling the ongoing injustices faced by African-Americans. In a similar effort to jolt change, the Players Coalition gathered about 1,400 signatures of athletes, coaches and front office personnel from across the NFL, NBA and MLB in support of a bill to end qualified immunity for police.


Both of these accomplishments are great and reveal the collective power of professional athletes, but there's greater accomplishment hidden in there: the bridging of the cross-functional gap between players, coaches and management. With that in mind, perhaps an even greater accomplishment, one that is vital for social change, would be the bridging of the gap between players and their fanbase.


So, the purpose of this piece is not to tell you something that you already know, like sport having a large platform. In fact, it's no secret that the power behind an athlete's voice can yield incredible results. But while professional athletes offer unparalleled influence when they use their voice to address charities, promote a brand or celebrate a victory, this gap between players, fans and non-fans often results in resistance and backlash when this same voice is used to address social issues.


When this is the perspective, it's easy to tell an athlete to stay in their own lane, stick to their sport and dismiss their voice. Today, however, is different. Today, there is a bridging of these gaps as the most powerful platform on earth known as sport takes on the social issues of systemic racism, racial inequality and police brutality. And these gaps are being eliminated thanks to the most transformational tool humankind has to offer: unity.

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