#The same build of my game behaves differently on 3 different computers.

7 messages · Page 1 of 1 (latest)

flat prism
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When I send from the main computer to the test computers it sometimes works, but the result is moved weirdly and scaled by 1000x

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Sending from test computer to other test computer results in objects being weirdly moved and scaled by 1000x

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I don't understand what is happening

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The line which places text on canvas works perfectly on all 3 machines

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    {
        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;
        }
    }```
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^^ this however only works on my main machine, and doesn't on either test machines