uLink 1.3 issue

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Carlos Fernandez Musoles

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Aug 15, 2012, 1:11:50 PM8/15/12
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Hello!

Good news seeing the newest version of uLink being released! I've been trying it out and have experience an issue, and I am not sure it has to do with the new patch.

I am unable to join more than one player to my servers, when before I had no problem setting games for 4 clients. I've read there are some changes in the proxy-owner-creator paradigm, so I was wondering whether the uLink.Network.Instantiate method has changed accordingly. I used to have two prefabs, one for the proxy and another one for owner and creator. Could this now lead to some difficulties in the instantiation of network objects?

Thank you in advance.

Carlos.

Carlos Fernandez Musoles

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Aug 15, 2012, 1:51:01 PM8/15/12
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Nevermind! Apparently the issue was caused by an incorrect if statement.

Nevertheless, I would like to know if the Instantiate method has changed in that respect.

Thanks.

Carlos.

Ashkan Saeedi Mazdeh

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Aug 15, 2012, 2:19:50 PM8/15/12
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Hi
What has been changed is that always the server has the creator role and that prefab will be always created on the server.
I'm not a developer working on uLink and I'm not employed at MuchDifferent, just am trying to be helpful.
 
Regards

2012/8/15 Carlos Fernandez Musoles <carlos.ferna...@gmail.com>
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Ashkan Saeedi Mazdeh
co-founder MindHammergames
Skype: ashkan_gc

Aidin Abedi

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Aug 17, 2012, 4:38:22 AM8/17/12
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Hello,

As Ashkan said, the proxy-owner-creator paradigm hasn't changed much other than creator always being the server. Instead its proxy-owner-server and the serverPrefab (if passed as a specific argument to Network.Instantiate) is always instantiated on the server.

Sincerely,
AIdin

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