July
24
2015
New support for UNET networking/multiplayer functionality, loads of new schematic nodes and other new features, changes and fixes.
Download the latest version of Makinom here – or get the latest version in the Unity® Asset Store.
See the how-to on the multiplayer/networking basics for getting started with UNET.
Please note that you need Unity 5.1.2 for this version.
New
- Unity 5.1.2
Makinom now requires Unity 5.1.2 and supports UNET networking functionality. - Networking Settings
‘Networking Settings’ sub-section available in the ‘Game’ section.
Define UNET networking/multiplayer functionality for Makinom, e.g. automatic game state and variable synchronization. - Network Machines
UNET start types available. - Machine Components: Start Settings
‘Networking Conditions’ settings available.
Optionally check the machine object and starting object for UNET conditions (e.g. if the machine object is the local player) or if server or client are active. - Game States
‘Network Synchronize’ setting available.
Optionally allows synchronizing a game state between server and all clients.
Synchronization happens either through enabling game state synchronization in the ‘Networking Settings’ or using ‘Synchronize Game States’ nodes in schematics. - Schematic Nodes: Start Server
‘Start Server’ node available in ‘Networking > Server’ nodes.
Starts a UNET server. - Schematic Nodes: Stop Server
‘Stop Server’ node available in ‘Networking > Server’ nodes.
Stops a UNET server. - Schematic Nodes: Is Server Active
‘Is Server Active’ node available in ‘Networking > Server’ nodes.
Checks if a UNET server is active in the application. - Schematic Nodes: Load Server Scene
‘Load Server Scene’ node available in ‘Networking > Server’ nodes.
Loads a scene on the server, causing all connected clients to also load the scene. - Schematic Nodes: Start Client
‘Start Client’ node available in ‘Networking > Client’ nodes.
Starts a UNET client and connects to a server. - Schematic Nodes: Stop Client
‘Stop Client’ node available in ‘Networking > Client’ nodes.
Stops a UNET client. - Schematic Nodes: Set Client Ready
‘Set Client Ready’ node available in ‘Networking > Client’ nodes.
Sets a UNET client to be ready and notifies the server. - Schematic Nodes: Is Client Active
‘Is Client Activey’ node available in ‘Networking > Client’ nodes.
Checks if a UNET client is active in the application. - Schematic Nodes: Is Client Connected
‘Is Client Connected’ node available in ‘Networking > Client’ nodes.
Checks if a UNET client is connected in this application. - Schematic Nodes: Is Client Ready
‘Is Client Ready’ node available in ‘Networking > Client’ nodes.
Checks if a UNET client is ready in this application. - Schematic Nodes: Synchronize Game States
‘Synchronize Game States’ node available in ‘Networking > Synchronize’ nodes.
Synchronizes game states between server and client – either gets the game states from the server or sends the client’s game states to the server.
Can be used when not using automatic game state synchronization. - Schematic Nodes: Synchronize Variables
‘Synchronize Variables’ node available in ‘Networking > Synchronize’ nodes.
Synchronizes global or object variables between server and client – either gets the variables from the server or sends the client’s variables to the server.
Can be used when not using automatic variable synchronization. - Schematic Nodes: Spawn Player
‘Network Spawn’ setting available. Optionally spawns the player on the server and all clients.
The player’s prefab must have a ‘NetworkIdentity’ component attached at the root and be registered for spawning. - Schematic Nodes: Destroy Player
‘Network Destroy’ setting available.
Optionally destroys the player on the server and all clients.
The player’s game object must have a ‘NetworkIdendity’ component attached and must’ve been spawned by the server. - Schematic Nodes: Set Player
‘Network Set’ setting available. Optionally sets the player for the client and informs the server.
The game object must have a ‘NetworkIdentity’ component attached and must’ve been spawned by the server. - Schematic Nodes: Spawn Prefab
‘Network Spawn’ setting available. Optionally spawns the prefab on the server and all clients.
The prefab must have a ‘NetworkIdentity’ component attached at the root and be registered for spawning. - Schematic Nodes: Destroy Prefab
‘Network Destroy’ setting available.
Optionally destroys the prefab on the server and all clients.
The prefab must have a ‘NetworkIdentity’ component attached an must’ve been spawned by the server. - Schematic Nodes: Activate Object
‘Network Activate’ setting available.
Optionally activates/inactivates the game object on the server and all clients.
The game object must have a ‘NetworkIdentity’ component attached an must’ve been spawned by the server. - Schematic Nodes: Destroy Object
‘Network Destroy’ setting available. Optionally destroys the game object on the server and all clients.
The game object must have a ‘NetworkIdentity’ component attached an must’ve been spawned by the server. - Schematic Nodes: Function Nodes
‘Component’ parameter type available.
You can now use a component of a game object as parameter for function calls and field/property changes and checks. - Schematic Nodes: Raycast Nodes
‘Distance Checks’ and ‘Angle Checks’ settings available in ‘Filter Game Objects’ settings.
Optionally filter the hit game objects by checking distance and angle to other game objects. - Schematic Nodes: Filter Found Objects
‘Filter Found Objects’ node available in ‘Game Object > Game Object’ nodes.
Filters the found objects or global objects list by name/tag/component, distance, angle and excluded objects. - Schematic Nodes: Found Objects Count
‘Found Objects Count’ node available in ‘Game Object > Game Object’ nodes.
Checks the number of game objects stored in the found objects or global objects list. - Schematic Nodes: Load Scene
‘Scene Origin’ setting available.
Select where the scene originates that will be loaded – either a defind scene, a stored scene or the current scene of a server.
Changes
- Schematic Nodes: Search Objects
‘Search Origin’ setting now uses a Vector3 instead of a game object when searching within a defined radius.
This still allows using a game object as source position.
Old settings will be updated automatically.
Fixes
- GUI Boxes
Dragging a GUI box (‘Drag Settings’ settings) now works correctly. - Schematic Nodes: Start Tagged Machines
Disabled tagged machine components will no longer be started by the ‘Start Tagged Machine’ node. - Schematic Nodes: Start Tagged Machines
Starting tagged machine componentss could in some cases cause errors.