#The same build of my game behaves differently on 3 different computers.
7 messages · Page 1 of 1 (latest)
Sending from test computer to other test computer results in objects being weirdly moved and scaled by 1000x
I don't understand what is happening
The line which places text on canvas works perfectly on all 3 machines
{
RawIn = RawIn.Replace(".", ",");
string[] Split;
Split = RawIn.Split('*');
int index = 0;
while (index < Split.Length)
{
if (Split[index].Contains("(") == true)//obs structure
{
int StructType;
float PosX, PosY;
int.TryParse(Split[index + 1], out StructType);
float.TryParse(Split[index + 2], out PosX);
float.TryParse(Split[index + 3], out PosY);
Vector3 SpawnPos = new Vector3(PosX, PosY, 0);
GameObject TempSpawnObj = Instantiate(BunkerPieces[StructType], Container.transform);
TempSpawnObj.transform.position = SpawnPos;
index += 3;
}
if (Split[index].Contains(")") == true)
{
int Color = int.Parse(Split[index + 1]);
string TextField = Split[index + 2];
int NumberOfVerts2;
Vector3 Center = new Vector3(float.Parse(Split[index + 3]), float.Parse(Split[index + 4]), 0);
int.TryParse(Split[index + 5], out NumberOfVerts2);
List<Vector2> Vertexes = new List<Vector2>();
for (int x1 = index + 6; x1 < index + 6 + NumberOfVerts2; x1 += 2)
{
float tempX, tempY;
float.TryParse(Split[x1], out tempX);
float.TryParse(Split[x1 + 1], out tempY);
Vertexes.Add(new Vector2(tempX, tempY));
}
Ref.MouseFollower.GetComponent<ShapeBuilder>().GenerateAreaLoad(Vertexes, TextField, Center, Color); // add color
Vertexes.Clear();
index += 1 + NumberOfVerts2;
}
index += 1;
}
}```
^^ this however only works on my main machine, and doesn't on either test machines