Viking demo teleport
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hello ,
i use the viking demo for some test .
i have one teleport :
when i try "Charprefab" thats dont work.
in local test i have see the name "Charprefab (clone) 1000"
i have change gameObject.name and thats work fine.
but when i upload i upload the test on web thats dont work .
someone have infos for help me please ? :oops:
i use the viking demo for some test .
i have one teleport :
var ballStartPos :Vector3; var pos :GameObject; function OnTriggerEnter (other : Collider) { ballStartPos = pos.transform.position; if(other.gameObject.name == "Charprefab") { other.transform.position = ballStartPos; if(other.rigidbody) { other.rigidbody.velocity = Vector3.zero; other.rigidbody.angularVelocity = Vector3.zero; } } }
when i try "Charprefab" thats dont work.
in local test i have see the name "Charprefab (clone) 1000"
i have change gameObject.name and thats work fine.
but when i upload i upload the test on web thats dont work .
someone have infos for help me please ? :oops:
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Comments
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Which server do you use? Does your client connect successfully when you uploaded it?
Check the client's log. Unity's documentation explains how to find it.0 -
THX for your answer .
I use
Photon Cloud
Vinking demo Photon cloud ( from unity asset store )
and the teleport script from pinball free source
I make one test in local ( with script teleport ) and the nameobject "Charprefab (clone) 1000" (i have see this name for the carprefab )
And thats work fine.
But when i upload the de project online.
I can connect, and enter the room not a pb . but the teleport dont work when thats online .
for parameter the teleport script, i need to enter the name of charprefab.
i have try charprefab, viking ... dont work .
I need know the name of the "Charprefab" when thats connect online .
EDIT :
If you want , i can upload zip file of the project for see.0 -
> for parameter the teleport script, i need to enter the name of charprefab.
> i have try charprefab, viking ... dont work .
The prefab for a character/avatar is just the (prefab) name any mesh/prefab you want to use. This requires you to put the prefab in a "Resources" folder. Maybe you didn't do that?
The Viking Demo itself should work no matter of uploaded somewhere or not.
No matter where the client is loaded from, it should produce a debug log which you definitely should check.
I expect this is a pure client side issue, as the cloud can be connected fine and works the same way for all games we run.0 -
I found my solution. for those who have the same problem just the nome:
"Charprefab (clone) 1000"
"Charprefab (clone) 2000"
"Charprefab (clone) 3000" ....
Thx
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