#FPS Land
44 messages · Page 1 of 1 (latest)
Fishnet version latest 3.10.4
The errors i got
Seems that FloatRange type is missing from the fishnet package.
public FloatRange2D(FloatRange x, FloatRange y)
{
X = x;
Y = y;
}
Max is going to have to look at this one. Should be on in a bit.
Alright, thank you. And sorry if am annoying
You're fine! You shouldn't be getting any errors. Did you restart Unity after installing the pacakge?
Yeah, allots of stuff are pink
I used fishned pro 3.10.5 and fps_land 2 on 2021.3.29f1
Are you creating a URP project or a standard project?
URP
Create a standard and import the package.
Alright, do you know the difference between 3.0 and 2.0 fpsland?
Also the difference between FishNetworking 3.10.5 pro, 2.6.8 pro and 3.10.6r.pro
Different versions because some folks are on older versions of Fish that aren't compatible with the newer version.
#announcements message This describes the R versions.
This is the thing i dont get it:
I was reading the code and its like it doesnt understand what FloatRange is
on FloatRange2D
You can reimport it if it blow up.
I will first try to make a project with 3core (not urp)
Yea, try standard. The purple is because the renderer can't render the materials.
Tried removing and reinporting not working... Tried making a core project too
You tried the latest 2022.3.7f1?
Can try that too.. But what version of fishnetworking should i use?
I did try with 2022 core (not urp) and get error with missing types in the classes. I mean the types are there but somehow its bugged
@primal swift any idea on this? Shouldn't be getting any errors.
Its so weird, its like the netcode is missing imports like: using FirstGearGames.Utilities.Structures; for FloatRange...
Could solve the last error but this one:
/// <param name="destroyActive">True to also destroy active retrieved gameObjects. False will erase active objects from memory, but not destroy them.</param>
public IEnumerator __Reset(bool destroyActive)
{
/* Clear references to which pool is for each prefab,
* as well to which transform spawned objects child to when stored. */
_poolPrefabs.Clear();
_categoryChildren.Clear();
_pools.Clear();
/* When resetting clear the delayed store
* objects. If destroyActive is set to true
* then they will be picked up. */
_delayedStoreObjects.Clear();
//Destory all children.
transform.DestroyChildren(false);
On ObjectPool.cs
using FirstGearGames.Utilities.Structures; was needed on Resizable container too..
I checked another person that had the same problems, made same changes as him but i will have this:
Am tired, have been trying to make this work for 3 hours. Hopefully i get some answers tomorrow. Thank you @mental pelican
Hello, I can have a look at it to see what parts weren't updated yet. If you want to jump straight in though you can use the 2.x version, it works for sure
Looks like FPSLand isn't yet updated to work on the newest FishNet versions
Ahhh, got ya. FGG is out too.
I also ran into the same issue. But the 2.6.8 FN and the 2.0.0 FPSLand worked for me. So it does seem likely that it's the FPSLand that's not updated