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easymultiplayer-invector's Issues

Multiplayer support for vAnimatorEventReceiver and vGenericAnimation

Feature Description
-vAnimatorEventReceiver and vGenericAnimation are widely used in invector templates, as it allows to implement alot of cool actions in games like special talents, skills and other actions and events that already hooked to an event in specific animation.
-It was also Supported in the previous multiplayer package (PUN2).

Null Error on other clients when one leaves (Alt f4)

Describe the bug
upon one of the clients leaving leaving by pressing (alt + f4) on his client, i get this
this was made using the melee no inventory demo

To Reproduce
1.Hosted Mode no inventory demo duplicated scene
2.Players Join
3.A Client Presses Alt F4
4.In the editor (host) we can see this error

Expected behavior
No null error on remaining clients

Screenshots/YouTube Links
image

Versions

  • OS: Windows
  • Unity Version 2019.4
  • Invector Version [e.g. 2.6.1b]
  • EMI Package - FullSuite
  • EMI Version 0.3.4
  • Mirror Version 65.0.0

Upgrade To Invector 2.6.2

Is your feature request related to a problem? Please describe.
Invector just release version 2.6.2. This package should probably upgrade to it, test, and verify everything still works.

Describe the solution you'd like
Have this support multiple versions of invector if possible using #if tags and the like. That way people are not forced to upgrade.

Describe alternatives you've considered
Force people to upgrade.

Additional context
I want to make this package more universal to everyone. So I will make sure of potentially available editor symbols to update new methods while leaving the old ones in place.

AI Broken When Rebuild Navmesh

Describe the bug
AI navigate broken when use "NavMeshComponents" to rebuild navmesh in runtime

To Reproduce
Steps to reproduce the behavior (Please include whether this was attempted with "Hosted Mode" or "Dedicated Server Mode"):

  1. import NavMeshComponents library
  2. attach test runtime script
[RequireComponent(typeof(NavMeshSurface))]
public class BakeNavMeshRuntime : MonoBehaviour
{

    public LayerMask IncloudLayers = -1;
    [SerializeField] NavMeshSurface navMeshSurface;

    [Header("EditorRuntimeTriger")]
    public bool BuildNavMeshTriger = false;

    void Start()
    {
        if (navMeshSurface == null) navMeshSurface = GetComponent<NavMeshSurface>();
    }

    void Update()
    {

        if (BuildNavMeshTriger)
        {
            Debug.Log("Rebuild");
            navMeshSurface.layerMask = IncloudLayers;
            navMeshSurface.BuildNavMesh();
            BuildNavMeshTriger = false;
        }
    }
}
  1. AI work in invector scene and not work in EMI shooter scene

Expected behavior
continue navigation like invector shoot scene
Screenshots/YouTube Links

Invecot runtime rebuild navmesh:

d40c268c-6164-4f40-ad67-b1c6b07a5774.mp4

EMI runtime rebuild navmesh:

2bfc891f-1640-4736-99e1-eef424d57314.mp4

Versions

  • OS: macos
  • Unity Version :2021.3.2f1c1
    Invector version: 2.6.2
    EMI version: 0.4.2a

If you can reproduce this issiue, let me know please, thank you

FAQ Documentation Page

Is your feature request related to a problem? Please describe.
Make an FAQ page for people to reference in both docs.

Describe the solution you'd like
Same as above.

Top Down Shooter Add On Beta

First Add Invector TopDownShooter Addon by default.

Then need to add Custom files, and inside BasicNeworkCalls add in with #Region TopDownShooter functions and variables.

After that see how to access or modify ShooterNetworkCalls to be public: Actually i modifed to set it:
inside Mp_vShooterMeleeInput.cs "public ShooterNetworkCalls nc = null;" instead of protected, but have no idea how to access by otherway

After that replace new custom input and custom controller instead of mp_vthirdpersoncontroller and mp_vThirdPersoninput

Inside Invector components:

Add ShooterCursor, as TopDownShooter uses in prefab (in this case using the scene prefab is already inserted).
Replace Mp_vTopdownshooterThrowManager instead of default mp_ThrowManager inside player.

MP_vTopDownShooterMeleeController is the prefab that contains all new updated files with current setups:

  1. CustomController inside Layers tab has Thm var that is throwManager type that need to be seted with throwManager, this is necessary because is called inside BasicNetwork Calls new #region Topdownshooter.
  2. Inside CustomInput TopDown Tab: Ways aim Current Inventory var must be set to intentory_UI, this is for avoid a bug that if you enter to inventory and press escape, or either press escape in any situation (screen lost focus) and cursor get crazy.

Use the MAIN_TEST_DEMO Scene to test it!,

Check that camera setup is different to default thirdperson setup, also aimCanvas._

Perform Test Results Window Too Slow

Is your feature request related to a problem? Please describe.
The perform test results screen is really really slow. Need to tweak this to make it faster.

Describe the solution you'd like
Don't have this attempt to reload the test results for you. Just have someone close the window and re-open to get the new results.

Describe alternatives you've considered
Need to have a better method for auto checking for results. Honestly, it's more work than its worth...

When player dies from fall damage this happens

NullReferenceException: Object reference not set to an instance of an object
at EMI.UI.KillCounterPlayer.OnDamaged (Invector.vDamage damage) [0x00036] in <6a8f45902a504c83881fd5692e8db136>:0
at UnityEngine.Events.InvokableCall1[T1].Invoke (T1 args0) [0x00010] in <ad199b1c67244da3a5ed230e5d202f21>:0 at UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) [0x00025] in :0
at Invector.vHealthController.TakeDamage (Invector.vDamage damage) [0x00067] in <6a8f45902a504c83881fd5692e8db136>:0
at Invector.vCharacterController.vCharacter.TakeDamage (Invector.vDamage damage) [0x00000] in <6a8f45902a504c83881fd5692e8db136>:0
at Invector.vCharacterController.vThirdPersonMotor.TakeDamage (Invector.vDamage damage) [0x00049] in <6a8f45902a504c83881fd5692e8db136>:0
at Invector.vCharacterController.MP_vThirdPersonController.TakeDamage (Invector.vDamage damage) [0x0005a] in <6a8f45902a504c83881fd5692e8db136>:0
at Invector.vCharacterController.vThirdPersonMotor.CheckFallDamage () [0x00074] in <6a8f45902a504c83881fd5692e8db136>:0
at Invector.vCharacterController.vThirdPersonMotor.CheckGround () [0x00069] in <6a8f45902a504c83881fd5692e8db136>:0
at Invector.vCharacterController.vThirdPersonMotor.UpdateMotor () [0x0000c] in <6a8f45902a504c83881fd5692e8db136>:0
at Invector.vCharacterController.vThirdPersonInput.FixedUpdate () [0x00018] in <6a8f45902a504c83881fd5692e8db136>:0
at Invector.vCharacterController.vMeleeCombatInput.FixedUpdate () [0x00000] in ``<6a8f45902a504c83881fd5692e8db136>:0`

To recreate this bug:
1 - Join the server
2 - Fall from high place
3 - Bug

Player stays locked on after getting killed

In melee fighting when a player is fighting with the lock on and get's killed they just get bugged with the lock on,

I need to be able to disable the Lockon when player dies

When using chatbox with shooterMelee Template with Dedicated Server, Client is disconnected.

When you press a key to enter the chatbox the server immediately closes connection to client whilst in Dedicated Server Mode.

To Reproduce

Open MAIN_ShooterMelee from CBGames Shooter
Add a Chatbox prefab in Main_ShooterMelee Hierarchy
add the chat box player input control component your MP_vShooterMeleeController Player
In EMI_Network Manager change Player Prefab to ChatBox_ClientConnection
Setup build window
CBGames/EasyMultiplayer-Invector/Shooter/Scenes/MAIN_ShooterMelee
CBGames/EasyMultiplayer-Invector/Shooter/Scenes/ExampleScenes/MP_Invector_ShooterMelee
Build and run server, connect client and press V key to open chat window.

The following happens
Disconnecting connId=-321519593 to prevent exploits from an Exception in MessageHandler: StackOverflowException The requested operation caused a stack overflow. '
(A full console report supplied in the text attachment)

(Note this does not occur when building with the Main_ChatboxExample and MP_BasicLocomotion and running a client ahd dedicated server)

Versions

  • OS: Windows 10
  • Unity Version 2020.3.26f1
  • Invector Version 2.6.1b
  • EMI Package - FullSuite
  • EMI Version [e.g. 0.3.6]
  • EMI_UI_0.4.0

Additional context
ServerConsoleLog.zip

First Person Camera

Is your feature request related to a problem? Please describe.
The Old First Person Addon in the invector forum is not easy to integrate with the latest invector version, let alone EMI.

Describe the solution you'd like
We'd like First Person support for EMI that can be switched on the fly between third/first person.

StandBuild run server error

Describe the bug
Can't run server on build

To Reproduce
run MAIN_Shooter_NoInventory scene in stand build
Start host or start server
will stack on below screen

Screenshots/YouTube Links
20220531-172307

Versions

  • OS: m1 Macos
  • Unity Version 2021.3.1f1c1
  • Invector Version Latest
  • EMI Package - shooter
  • EMI Version Latest

Additional context
Add any other context about the problem here.

Damage indicator / Direction of bullet + Leaderboard

Damage indicator would be amazing if player could see where the bullet came from. The damage indicator on the UI

Along with that:

If possible: it would be much nicer to have player name sorted by the kill count on the leaderboard :)

Clean Import Of TopDown Throws Errors

Describe the bug
Get and errors after performing a clean install of EMI all the way to installing Top-down support. Thats when it throws errors.

To Reproduce

  1. Install invector shooter
  2. install EMI shooter
  3. install invector top down
  4. install EMI addons
  5. install EMI top down
  6. see error

Expected behavior
No errors on fresh installs.

Screenshots/YouTube Links
Described in the EMI support channel.

Versions

  • OS: Windows
  • Unity Version 2019.4
  • Invector Version 2.6.1b
  • EMI Package - TopDown
  • EMI Version: 0.4.0

Pause menu would be beautiful as a new feature

This is a new request which is taking us decades to solve, Would be handy if we can have a prefab for the pause menu.

Features Requested:

  1. Pause Menu should open when the "ESC" key goes Up
  2. Player should unequip if holding any weapon (Optional)
  3. Player Movement and camera movement should be disabled
  4. If a player is moving in any direction i.e jumping sprinting walking or any other activity occurring such as shooting and stuff like that Idle animation should play while paused if possible
  5. Player should not be able to open the pause menu while doing any other activity i.e inventory, death, etc

Here are the codes:

[StopMoving is sitting on the player prefab]
StopMoving.cs:
https://pastebin.com/kB47f0uK

[Both scripts down below are sitting in the Main scene]
PauseMenu.cs:
https://pastebin.com/7d3WLKcp

EnableDisableObjectByKey.cs:
https://pastebin.com/1JmUmf7N

Add Support For Invector 2.6.2a

Is your feature request related to a problem? Please describe.
Invector has updated their asset. I need to go through a few tests to make sure nothing has broken.

Describe the solution you'd like
Clean no error upgrade from 2.6.2 while maintaining support for other versions.

Draw-Hide weapons not synced.

Describe the bug
Reported by @gill on discord:

I'm seeing an issue with drawing/hiding a weapon, and it happens in the ShooterMelee demo as well. 

Basically, if you load 2 players into a server, and use the H key (or equivalent) to draw & hide a weapon, it doesn't update for the other player. So player 1 can draw a weapon and start shooting and player 2 can't see it. 

Is this a known issue?

Expected behavior
Weapons should be hidden or shown across the network.

Versions

  • OS: Windows
  • Unity Version 2020.1
  • Invector Version 2.6.2a
  • EMI Package - Shooter
  • EMI Version 0.4.3

Add Colorblind Support

Is your feature request related to a problem? Please describe.
In the testing menu and welcome screen it displays colors with the same shape. Use shapes as well as colors so colorblind people can know what each thing means.

Describe the solution you'd like
Use shapes and colors in the testing screen and welcome menu.

Additional context
This was a request that was made on the discord help channel.

Upgrade to Mirror 67.1.0

Is your feature request related to a problem? Please describe.
The current supported version of mirror is now way behind. There are a lot of changes in the new release and should probably be upgraded to support it.

Describe the solution you'd like
Using symbols I would like to support version 55 AND version 67. Since Mirror normally includes the exact needed symbols in each major upgrade of their project I might be able to pull this off.

Describe alternatives you've considered
Force people to upgrade if I am unable to find a universal way to use mirrors "symbols"

Leaderboard shows numbers for dead players

It would be much preferred if dead players dissappear from the leaderboard

Or/And

If we could see all players in the server on the leaderboard with 0 kills as soon as they join

Hold Input Button Bug

Describe the bug
Reported by @lorax

found an odd bug. Don't think it is specific to my character controller.
When holding a weapon (vAxe), if i click and hold my client will play the attack animation once.
Other clients will see me continue to attack as long as the button is held.

To Reproduce
"Hosted Mode"

  1. Run ShooterInventory scene
    2.Pickup Axe
  2. Hold Attack button
  3. Owner client attacks once, everyone else continues to attack

Expected behavior
Attacks should be synced with their number of attacks.

Screenshots/YouTube Links

https://www.loom.com/share/923636e20589447ebc5bf3aba077a07d

Versions

  • OS: Windows
  • Unity Version 2020.3
  • Invector Version 2.6.2c
  • EMI Package - FullSuite
  • EMI Version 0.5.1

Create Example Scene For Chatbox

Is your feature request related to a problem? Please describe.
Have an example scene that uses the basic controller and how you can implement the chatbox with it.

Describe the solution you'd like
A sample scene with the chatbox, when open will make it so the player is not able to move.

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