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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@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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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...
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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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
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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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!
I'm just making use of UNET, so it's currently also a bit limited :)
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My old entry for Indie Game Making Contest 2015
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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.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
edit: some of these things would only be doable with real time battles an not turned based...
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Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
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Will add a how-to on the networking functionality in the next days :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.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
If you're enjoying my products, updates and support, please consider supporting me on patreon.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
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!