Oct 20, 2017 16:35
Nor is an AI bound silly bravado ethics.
 
Sep 1, 2017 21:21
You can probably delete your question.
Sep 1, 2017 21:20
Yep, good luck.
Sep 1, 2017 21:19
That sounds like it ends the coroutine in a non-normal way.
Sep 1, 2017 21:12
I can't see it from static review.
Sep 1, 2017 21:12
Weird.
Sep 1, 2017 20:57
As a debugging step. You have a nested coroutine that starts multiple instances of another coroutine. Maybe simplify it and see how it works?
Sep 1, 2017 20:56
OK, we'll you'd know more about it. If you're modifying currPos or newVec in your //do stuff section, then you could log the value of closeEnough. Without the code in front of me to debug, I think I'm out of options for troubleshooting :/ I've seen coroutines end prematurely in some situations where they were running into bad code, and I've had enough issues with the debugger to not trust it entirely, so assume that's possible.
Sep 1, 2017 20:56
Does the coroutine end normally? Or is it ended with something like a StopAllCoroutines() call? Did your log inside the while loop display the closeEnough value?
Sep 1, 2017 20:56
You don't need the final yield return and you can just do a yield return null; if you essentially just want to delay a frame. (and if you don't care, you should use the null version). As it's written the code after the while loop should execute once closeEnough is true. Are you sure it's not being reached?
 

 Game Development

Game development and other polite discussion. Game development...
May 17, 2017 12:36
Alright, John is the mod while I'm away. Listen to what he says.
May 17, 2017 12:34
Yeah, I get busy. And chat is a time sink.
May 17, 2017 12:31
The site is still getting better everyday. So all's good.
May 17, 2017 12:30
Some people are motivated to take that extra step, others, not. That's fine.
May 17, 2017 12:29
If I'm looking for a solution to a problem and it takes me a while to find it. I think creating a question/answer makes it useful for other people searching for the same thing in the future (And useful for me too when I forget)
May 17, 2017 12:28
No, I'm not accusing you of not helping.
May 17, 2017 12:24
Yeah, that's a motivation question. Some people are here to help themselves and others are here to help others.
May 17, 2017 12:23
Point whore away. So long as the question fits the site and the answer is good, you deserve the points.
May 17, 2017 12:23
StackExchange is FOREVER
May 17, 2017 12:23
Who knows how long those other sites will last or in what format the data will be.
May 17, 2017 12:23
@Lasse Nope, we want this to be the one place. Get all the data here.
May 17, 2017 12:22
Yeah, I searched for a query already made, but didn't find one.
May 17, 2017 12:21
Looks like tag data is exposed for queries.
May 17, 2017 12:21
May 17, 2017 12:18
@doppelgreener Howdy
May 17, 2017 12:17
@JohnHamilton Look at each one.
May 17, 2017 12:17
So other people benefit, of course.
May 17, 2017 12:13
I doubt it comes to a point. Mostly just a rounded vagueness.
May 17, 2017 12:10
What?
https://gamedev.stackexchange.com/questions/141188/how-do-i-customise-automatically-generated-script#comment250329_141189
https://gamedev.stackexchange.com/questions/103289/how-to-programmatically-change-sprite-sheet-sub-sprite-name
May 3, 2017 17:44
They haven't made a javelin that is appropriate for my limp wristed throwing style.
May 3, 2017 17:26
Yeah, no one has a right to be here, it's a privilege. If you're not responsible it's taken away. Pretty simple really.
May 3, 2017 17:23
Right... I think is this why I don't visit chat.
May 3, 2017 17:18
The mod signal.
May 3, 2017 17:18
I saw the light in the sky
Apr 12, 2017 20:30
Anyone have any links for how Kerbal Space Program does their mods? They appear to have a really nice system for modding most major features of the game. High level architecture or developer talks would be great.
 
Mar 29, 2017 16:21
Good luck!
Mar 29, 2017 16:21
Remove the variables to find your problem.
Mar 29, 2017 16:21
Don't change scenes right away, get things working first.
Mar 29, 2017 16:20
Maybe start with a non-custom Network Manager, see how things are supposed to work, then expand from there.
Mar 29, 2017 16:16
Though, I'd have to agree with the commenter, those don't appear to be bugs. Networking is complicated, and I'm fairly sure you're doing it incorrectly.
Mar 29, 2017 16:09
Can't help on the reddit stuff, looks like you rage quit that question.
Mar 28, 2017 17:57
That could certainly be an issue, if you're not correctly changing the scene.
Mar 27, 2017 22:26
Use the NetworkManager script as it's used in the tutorial and you will see, player objects are added to clients, all clients, when any client joins.
Mar 27, 2017 22:25
I don't care if the tutorial specifically mentions adding players objects to a client that joins late or not.
Mar 27, 2017 22:24
Use the NetworkManager script.
Mar 27, 2017 22:24
I'm telling you, the NetworkManager script does exactly what you're asking for.
Mar 27, 2017 22:21
How did you test the NetworkManager script?
Mar 27, 2017 22:20
Go through the tutorial, as I've said in the last few comments. This tutorial: docs.unity3d.com/Manual/UNetSetup.html. Go through it. Read it. Follow the steps. This tutorial: docs.unity3d.com/Manual/UNetSetup.html. If you think that's not what you want, look at the source for NetworkManager and the associated scripts: bitbucket.org/Unity-Technologies/networking/src/…
Mar 27, 2017 22:20
Try it, it's handled automatically by the NetworkManager script.