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bio website lohoris.net
location Genova, Italy
age 34
visits member for 4 years, 9 months
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Co-Founder @ Goblinsama S.r.l.s.

93.3333 degrees that's why they call me Mr. Celsius

Just like "I was just following orders" was not an excuse, "My religion claims I had to do it" is neither. If you behave as an offensive bigot, you are an offensive bigot. Petty excuses will not be tolerated. Ramen.


Jun
26
comment Unity Licensing
@WinterSoldier5 yes, you would.
Jun
26
comment Where does Unity save the editor window layouts?
Searching google I find all sort of questions unrelated to this specific problem.
Jun
21
comment How do I make the host work in UNet?
On NetworkServer.localConnections I have one connection, which in turn still has .hostId==-1.
Jun
21
comment How do I Sync data from client to server?
So, local authority has no effect on syncvars? That would be very counter-intuitive…
Jun
20
comment How do I make the host work in UNet?
@JeremiahLeslie I've posted OnServerReady, the client does nothing special on setup, let me know if you need me to dig something else…
Jun
17
comment Spawn scene object not found for 1
I'm not accepting this since I'm not confident it is really the right answer. It "just works", but maybe I'm missing something.
Jun
15
comment How do I Sync data from client to server?
The alternative is using Command, but I would like to understand if I can get it to work using SyncVar.
May
16
comment Is there a way to obtain a user-set “name” in multiple platforms?
@PlasticSturgeon I might have badly phrased it, then. As long as that function produces a user-set name, such as the device name, an email address, an user name, whatever, then it's ok.
May
16
comment Is there a way to obtain a user-set “name” in multiple platforms?
@Ali.S that's what I'm trying to ask: for every platform, which is such a function?
May
15
comment Is there a way to obtain a user-set “name” in multiple platforms?
@jhocking it does not need to be unique. I'm going to use it as a "provisional username" for a "provisional account" until the user bother to actually register a real account (where he will provide the name). So, for solving my problem, I can easily create a random name for each user. But still, if there was a real solution, it would be better than using a random name.
May
15
comment How long is SystemInfo.deviceUniqueIdentifier?
@Byte56 that same link, however claims that sometimes it was just an hash instead… did they make the hash as long as the GUIDs?
May
15
comment How long is SystemInfo.deviceUniqueIdentifier?
@JoshPetrie I'm going to put it in a db, so I need to know how big the field is going to be. Since it will be client-provided, and clients can easily cheat, I can't just accept any length, or it would be trivial to saturate my db with fake data… so I would have to put a cap anyway.
May
15
comment Is there an MMO-related research body?
First link is a 404, the second just keeps loading…
Apr
16
comment How to determine if character has fallen into the gap in an infinite runner/jumper?
OT: I though this question was posted on rpg.SE and I thought "What kind of rule exploit has been found now? Infinite running how?"
Mar
24
comment How do I save and restore an int value with PlayerPrefs?
You shouldn't store the password anyway, you should store a login token (like http session id) instead.
Mar
23
comment How do I save and restore an int value with PlayerPrefs?
@AssortedTrailmix I disagree: 1. as long as the game is offline, who cares if someone cheats? 2. if the game is online, nothing should be authoritative client-side anyway.
Mar
23
comment How do I save and restore an int value with PlayerPrefs?
Wrong: Writes all modified preferences to disk. By default Unity writes preferences to disk on Application Quit. In case when the game crashes or otherwise prematuraly exits, you might want to write the PlayerPrefs at sensible 'checkpoints' in your game. This function will write to disk potentially causing a small hiccup, therefore it is not recommended to call during actual gameplay.
Mar
3
comment How to install Unreal Engine 4?
Me too. I was able to find it only because I noticed this question earlier, so I knew it was hard to find. I didn't remember the answer, but I remembered "yes it's not trivial to find it", and that was motivation enough to keep searching.
Feb
11
comment Difference between Update method and FixedUpdate in Unity?
@Ben no: if you want your simulation to be precise, you have to take many small steps, not huge ones randomly bigger or smaller every time. And no, the whole point of FixedUpdate is that it gets called that many times, no questions asked.
Feb
11
comment Difference between Update method and FixedUpdate in Unity?
@Ben yes, precision. In a system with slow rendering, Update gets called less and less often, and your simulation will suffer a lot from that. You might not notice while the simulation is simple, but it will easily break horribly when it isn't.