Recent Posts

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Simple Waypoint System / Re: Feature Request: Spawn Multiple Instances along Path
« Last post by Baroni on February 11, 2019, 07:22:44 pm »
Hello Manuel,

of course - in the script, after it says "SpawnAtPos(tweenPath.PathGetPoint(perc));", you would just get a position further along the path e.g. using tweenPath.PathGetPoint(perc + 0.01f) and orient the object to that position.
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Simple Waypoint System / Re: Feature Request: Spawn Multiple Instances along Path
« Last post by garet on February 11, 2019, 12:42:33 pm »
Hello Baroni,
is it possible to orient the instances along path?
Thank you,

Manuel
3
Hi,

But I cannot make it stay flat, when I drag it left or right the drawings from the LineRenderer rotate. How to make it stay flat?

that's something you could have found online, e.g. here, or in the official manual itself: try setting its 'Alignment' to 'Local'.

Also, how to make it so that player who join the room wait until max players are reached then every players in room spawn at same time in game scene?

You would be looking at the OnPhotonPlayerConnected method, NetworkManagerCustom script. In there, the RPC for adding the player is called directly, at the end. Instead, you would need to add a check for the current player count and if the desired player count has been reached, fire that RPC for all players.

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Hi Baroni,

Thank you for your reply. I understand more of the concept now. The past few days I have been trying to create a flat line, cone and circle using Line Renderer. But I cannot make it stay flat, when I drag it left or right the drawings from the LineRenderer rotate. How to make it stay flat?

Also, how to make it so that player who join the room wait until max players are reached then every players in room spawn at same time in game scene?

Thank you for your help and support

Best Regards,

Dennis
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Simple IAP System / Re: Any plans for Playmaker support?
« Last post by BDFgames on February 09, 2019, 12:50:17 am »
Understandable. No worries.

As it stands, I've been able to leverage SIS with even my stunted C# knowledge, so I think you can consider your position validated.  ;)

Thanks for your help!
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Simple IAP System / Re: Any plans for Playmaker support?
« Last post by Baroni on February 08, 2019, 11:12:14 am »
Totally fine to ask here ;)

No plans for PlayMaker support currently. Simple IAP System requires the basics of programming, as with billing, different events can happen at different points in your game. Adding PlayMaker FSMs/actions on top of that (and supporting them) would make the overall workflow more compliated than it actually was designed for.
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Simple IAP System / Re: DBManager.isPurchased does not work with consumables?
« Last post by BDFgames on February 07, 2019, 11:59:02 pm »
Thanks for your reply.  :)
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Simple IAP System / Any plans for Playmaker support?
« Last post by BDFgames on February 07, 2019, 11:58:23 pm »
Any plans for Playmaker support? Couldn't see anything about this on the roadmap Trello board, so hope it's okay to ask here.  :)
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Simple IAP System / Re: DBManager.isPurchased does not work with consumables?
« Last post by Baroni on February 07, 2019, 10:40:56 pm »
Hi,

it's a bit complicated to explain - the call to DBManager.isPurchased is accessing a different section on SIS' local database, than where the consumable entries are stored. So DBManager.isPurchased can only check for non-consumable products (which are saved in the 'Content' section).

Consumable entries are saved in the 'Player' section instead, which can be accessed by calling DBManager.GetPlayerData(string id). Note that you can actually store any data in 'Player' data, which is why this method returns a JSONNode. So when checking inventory amounts of a specific consumable product, you would do DBManager.GetPlayerData(string id).AsInt, returning the current product count.

Please check our scripting reference for more methods, i.e. returning all purchased products etc. In the editor, you can also see the current database content under Window > Simple IAP System > Show Database.

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Simple IAP System / DBManager.isPurchased does not work with consumables?
« Last post by BDFgames on February 07, 2019, 11:37:32 am »
Hi. New users with what is most likely a very noob question, but it seems DBManager.isPurchased does not work with consumables.\

Is there a method for checking how many of a specific consumable a player has purchased?  :)

Or is there perhaps a superior approach for identifying what the player has in his or her current inventory?
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