This repository contains the Unity Source code for World of Balance
- Clone this repository to your local machine.
- Open the directory in Unity as a project.
Unity Client for World of Balance
Home Page: http://smurf.sfsu.edu/~wob/
So Don't Eat me works perfect if I start it by itself. If I start from the lobby and click on don't eat me it doesn't work anymore. It wasn't like that last week. I just noticed this, I hope its just that I have the wrong ip address or something simple.
Here is the error:
ArgumentException: An element with the same key already exists in the dictionary.
System.Collections.Generic.Dictionary`2[System.Int32,SpeciesData].Add (Int32 key, .SpeciesData value) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:404)
SpeciesTable.Initialize () (at Assets/Scripts/SpeciesTable.cs:78)
Game.Awake () (at Assets/Game.cs:23)
I just pulled from the latest deveopment branch. It looks like the functionality to create rooms is disabled? Any pointers?
In the screen capture below i try to click on any of the multiplayer games and the button depresses but no line appears showing me as the host, indicating that i am waiting for others to join. This was working ok before i did a pull of development yesterday.
Also, entering the lobby is slow because it counts the Days from 1 to ~20 very slowly. This is new in the last week or so.
Another issue is that sometimes after many plays the top three buttons (Who's online, play
mini games, status) are not clickable. I am not presently having that problem, but it happened
several times in the past 2 weeks. I fix by rebooting my computer.
I see couple of compile time errors on development branch. Its not showing exact location where its failing.
@worldofbalance/integration @jensvdh
@danamuise has done a lot of wonderful UI work on the lobby, and I'm trying to merge it into development. However, since scenes are binary files, I'm unable to resolve merge conflicts.
I tried running 'git checkout --ours ' but that does not seem to work. And even if it did, I don't think we want to keep only Dana's changes to the scene, since other people might have added something. Keeping development's version gets rid of his UI changes.
So I'm really stuck on this one. I found online that people use this to merge Scenes. I tried it but it didn't seem to work either. (maybe I'm doing it wrong?)
Any ideas?
Hey,
I just noticed we have 2 games
/scripts/Game
and Game in root
Only the one in root seems to be working.
Shall we delete the other one to prevent confusion??
First I should explain how the card centering works. Using onmousedown() any clicks(left click or tap) on the cards bring them closer to the camera and centers by changing the handPos vector3, repositions the cards using reposition() and assigns handCentered to be true. Returning to the corner is same process but with the corner vector3 coordinate. The raycast is only casted when handCentered is true and on click, and the action is only performed when anything but a card is clicked on. The action being returning to the corner.
The behavior works as expected on everything, but the first card in the hand(going right to left). Clicking any other card centers the cards. There's a nested if statement that checks if the object hit by the raycast is a card or not, if it's NOT a card it does the corner repositioning. There's where the issue is, the raycast is ignoring the first card and hitting the plane below it causing the cards to instantly reposition back to the corner. For all the other cards, the raycast hits the card so the repositioning doesn't happen.
Using Debug.DrawRay()
, I was able to see where the ray was casted. as well as using Debug.Log(hit.transform.gameObject.name + " " + hit.transform.position.x + " " +...)
, I see the name of the object that the ray hits in the console and it's x y z coordinate. On the first card Console shows Plane 0 1 0 so the ray cast is ignoring the card. On the other cards, the console displays Card(Clone) X Y Z for each card.
Has anyone else ran into an issue where raycast would ignore an object?
Hey I cant seem to run convergence, i have the server up and running and i changed the config file on the client side and they are communicating but I get a blue screen whenever I enter the convergence game. Anybody else having this issue?
Hey guys, having some trouble matching the game area to different window sizes. Would it be better if we set the aspect ratio to a fixed 16:9 or something like that so that we wont have to deal with all sorts of resizing issues?
Thanks
When building the project for Android I get the compile error:
Assets/Scripts/DontEatMe/DemAnimalFactory.cs(3,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing a using directive or an assembly reference?
When I comment out line 3: using UnityEditor; // Contains the PrefabUtility class.
in the class DemAnimalFactory.cs, the project successfully ports to Android
SpeciesTable.GetSpecies ("Acacia");
I get Argument Null Exception every time I try this.
It also appears that SpeciesTable.Initialize() isn't even being called
Any Ideas?
Assets/Scripts/DontEatMe/DemAnimalFactory.cs(3,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing a using directive or an assembly reference?
If I comment out line 3 of DemAnimalFactory.cs the project builds.
I have not been able to login for the last 12 hours, "Connection Failed"
Hey,
I really liked the debug console that the @worldofbalance/lobby team built.
I have a few improvements/suggestions that could make it even better:
Here's an example of a quake style console:
https://github.com/mikelovesrobots/unity3d-console
These are just suggestions, so don't make them too high of a priority (Except maybe the Wiki Part), I can help you out if you want!
While discussing a change in Assets/Scripts/Config.cs in this thread, @jensvdh suggested that we could use an environment variable to toggle local settings in Config.cs. That way we would not have to deal with switching the REMOTE_HOST variable each time between testing the server locally and in production. I think it would be nice to have this setting configurable.
On a separate note, we also need to update the Config.cs to use the production server thecity.sfsu.edu once it is running. It currently seems to be using the IP address 52.32.228.220.
The buttons to start a game or create a multiplayer room did not work, the error I believe that was causing it was a Argument out of Range in Clock.cs on line 90, commenting out that line fixed the issue.
I just get a blue screen if I start either game scene. I pulled the latest version.
Scene 'Login' (-1) couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
UnityEngine.Application:LoadLevel(String)
Game:LoadScene(String) (at Assets/Game.cs:78)
Game:SwitchScene(String) (at Assets/Game.cs:63)
Game:Start() (at Assets/Game.cs:37)
@worldofbalance/cards-of-wild
I'm getting the following error when I start the game:
NullReferenceException: Object reference not set to an instance of an object
Database.DrawCard (.Card card) (at Assets/Scripts/GUI/Database/Database.cs:280)
Database.MakeWindow (Int32 id) (at Assets/Scripts/GUI/Database/Database.cs:208)
on line 3 of the file causes an error on android is this important to anyone?
I had some large .pdb files in my clone of the unity-game-client repository. These came from a build. I did not include them in the .gitignore until after i had done a commit. After doing the commit i tried to push and got a size error message. So, i added them to gitignore and deleted them from my project directory and did another commit. It said that those files were deleted. However, when i do a push i still get the files too big error message. Does anyone have a suggestion about how to get the .pdb files out of the commit so that i can push to our branch of the repository? Thank you.
This is a strange problem. I've been testing gameplay and it seems only new players can play Running Rhino together.
For example, say I start a game with user '1' and user '2'. I can enter the game with both players and the game runs fine. However, once I leave the game, I can no longer play the game with either of these players. I would have to make a game with 'Bob' and 'bobby'. Same issue: gameplay is fine the first time, but then these two players can't play again after leaving.
I believe it has something to do with a variable in the database, but haven't had any luck finding where it might be.
Hey I think we need to all agree on a style of UI design. We should get a discussion going to get the same colors/textures/design styles to match across all minigames to give it a sense of continuity.
Hi,
We were using port 9257 and thecity.sfsu.edu to login to lobby till yesterday but its not working now. We are able to login but cannot create room.
With port 9255, we are unable to login. @anuagg @worldofbalance/lobby can u please check?
I was checking the Unity log while running the Game client and noticed repeated Connection Failed messages. They were coming from the CW Network Manager that is a part of that scene. There are two Network Managers in that scene. The main on and the CW one. Both use their own Connection
Manager to setup a tcp connection. This seems to be causing the error. So, i deleted the CW Network Manager and the error message went away. I am posting this here to see if anyone knows why there are two Network Managers in the Game scene.
@jensvdh Do you have any ideas about what could be causing this?
A couple of people, running unity on their windows machines, are seeing the following error popup when they try to load the code from the repository.
This only happens when they try to load the code from the github repository, not when loading the code provided through the google docs link.
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