http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial
真的不該 先修networked game 當一個基本的mobile game 都還搞不懂的時候...
不管怎麼說 多看範例還是 比直接看document 有用...
因為連基本的都還沒搞懂...
http://www.m2h.nl/unity/
Ultimate Unity Networking project
"RPC need a networkview but don't use 'state synchronization' and 'observed' option" (p7, M2H unity networking tutorial)
3(THREE) ways to Networkview
1. observed object(transform)
2. observed script(JS/CS) with OnSerializeNetworkView
3. RPC (observed :None, State Synchronization:Off)<- !! "The mojo is specifically this line: networkView.RPC("SetPosition", RPCMode.Others, transform.position);."
http://docs.unity3d.com/Documentation/ScriptReference/index.Script_compilation_28Advanced29.html
Unity3D compile 順序! Cs 是早於JS 的.. Standard Asset 又比較早.. 所以... 把要被讀取的放到裡頭就是了
先看GUI 跟 guilayout的不同
http://forum.unity3d.com/threads/38178-what-s-the-exact-difference-between-GUI-and-GUILayout
再捨棄GUI! EZ gui 或是 NGUI
http://answers.unity3d.com/questions/122218/what-to-use-for-gui-instead-of-ongui-mobile-dev.html
JS 有很嚴重的問題 也導致我三周的邏輯錯誤
GetComponent("XXX").enable = "true"; XXX 在 JS 中找不到沒錯誤訊息 所以根本不知道沒有把該disable 的東西弄掉! CS 相較之下就沒這種問題了
MonoBehaviour is the base class every script derives from.
Behaviours are Components that can be enabled or disabled.
Component Base class for everything attached to GameObjects.
Transform Position, rotation and scale of an object.
名詞跟形容詞放一起 好容易搞混啊...
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