Timeline for Issue with in game replay system
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
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Feb 21, 2016 at 17:44 | vote | accept | sabo | ||
Feb 21, 2016 at 16:25 | answer | added | DMGregory♦ | timeline score: 1 | |
Feb 21, 2016 at 16:13 | comment | added | sabo | @DMGregory I cut out some code so I must have missed index. It is fixed now. Also, positionFillLength is just what I use to keep track of the amount of saved positions I have. That is the total size of the saved positions I would subtract the amount of interations over the replay length to find the starting position of the replay itself. | |
Feb 21, 2016 at 16:12 | history | edited | sabo | CC BY-SA 3.0 |
added 53 characters in body
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Feb 21, 2016 at 16:08 | comment | added | DMGregory♦ |
Looks like there may be some code missing? I don't see where index is defined in StorePositions or what positionFillLength is used for.
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Feb 21, 2016 at 16:05 | comment | added | sabo | @DMGregory Please see my edit. | |
Feb 21, 2016 at 16:05 | history | edited | sabo | CC BY-SA 3.0 |
Addition of code snippet.
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Feb 21, 2016 at 13:19 | comment | added | DMGregory♦ | Your math looks right if you're doing this in FixedUpdate, and each object has its own array or each array entry is a structure containing all objects' data. Can you show us the relevant snippet of your code? Another debugging step you can try is to record a timestamp each time you save a position — by looking at the timestamp replay you'll be able to determine when data is being written. | |
Feb 20, 2016 at 19:59 | review | First posts | |||
Feb 21, 2016 at 2:53 | |||||
Feb 20, 2016 at 19:55 | history | asked | sabo | CC BY-SA 3.0 |