edited July 2015 in Announcements
Makinom 1.1.0 is here: release notes


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The first big update for Makinom is coming: Basic UNET support!
In case you haven't heard of it yet, UNET is Unity's new networking functionality (Unity 5.1).

For this first/basic support of UNET, Makinom will get:
- machine networking start conditions (e.g. is the machine on the local player)
- network spawning/destroying of prefabs (hopefully including pooling on clients)
- global/object variable synchronisation
- maybe more, we'll see how fast I get results :D

Release probably sometime next week :)


Also coming in this update:
  • Schematic Nodes: Function Nodes
    You can now use Components as parameters for function calls and field/property changes and checks.
    Select a game object and define a component's class name to use a component (e.g. a Rigidbody).
  • Schematic Nodes: Raycast Nodes
    You can now also filter game objects through Distance Checks and Angle Checks in relation to other objects.
  • Schematic Nodes: Filter Found Objects
    This new node allows filtering the found/global object lists by defined conditions.
    E.g. by name/tag, attached component, distance/angle and excluding objects.
  • Schematic Nodes: Found Objects Count
    This new node checks the number of found/global objects in a list.
  • Schematic Nodes: Search Objects
    The Search Origin (when searching within a range) is now defined by a Vector3 value (i.e position) instead of a game object. This allows to search e.g. within the range of a raycast hit without needing a game object for it.
    Old settings will be automatically updated, since Vector3 value selections also allow using the position of a game object.
Post edited by gamingislove on
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  • oh damn nice
    new website can be found here http://www.fore-loregames.com

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  • also it should be big and not bug :P
    new website can be found here http://www.fore-loregames.com

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  • wtyson said: also it should be big and not bug :P
    We'll see about that :D
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  • Will Makinom's net support follow through to Ork if you have both + plugin?
  • if your using makinom to take all the variables from ork then it should variable wise not sure about events
    new website can be found here http://www.fore-loregames.com

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  • @Ovaltine
    Somewhat, e.g. transfering ORK variables (can also be used to transfer status values) through Makinom to the server and syncing it on all clients.
    But a deeper integration isn't possible that way.
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  • edited July 2015
    just so people know if your doing multiplayer theres a good way to deal with things like events like dialog an stuff is to keep it client side anyways things like hit detection an stuff can be done with makinom so this is a great way to make ork a background program for things like inventory status values an items an such since those things can be done with makinom executing other kinds of events can probably be done with in a makinom schematic thats set up for network synching which would fully integrate ork .. i know this cause i did alot of this with pulling stuff from ork through scripts an using playmaker to host the variables also @GIlany chance you can make some nodes for things that make stuff hidden to player and visible to player only (client side) that would make a perfect networking system :P


    edit: some of these things would only be doable with real time battles an not turned based...
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • Well, with UNET you'll have to spawn stuff on the server and let the other clients know to spawn that, so there'll be either an option or a new node for that. Want something only on your player's client? Just spawn it normally. Want something for all to see? Spawn it in the network :)
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  • edited July 2015
    yeah we will need a network view is mine type node with a bool placement for things like 3rd person body working with a 1st person controller would be easier with just a node that says player can see player cant see :P
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • Makinom 1.1.0 is here: release notes
    Will add a how-to on the networking functionality in the next days :)
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  • edited July 2015
    very very cool update ! love the way you did this s o much better then other programs. are tuts coming soon for usage?
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • Here's a first how-to on the basics, will extend it in the next days and set up a gameplay tutorial project next week.
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  • cool ill wait for the game play tut im more interested in the work flow an set ups for stuff cause like unreal has kinda same under standing as what you got going just done differently an playmaker system was utter crap an dont get me started with photon there support service when trying to figure out why there components where not working right was horrible lol... your the only dev i really trust from unity marketplace... so thanks a ton for this addition!
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • I'm just making use of UNET, so it's currently also a bit limited :)
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
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