Strange product development. First you announce version 1 then version 2, no new updates even the documentation is not complete yet and you announce a new version (I bet we must purchase again, correct) and you move server architecture … I regret purchasing this asset.
Hello, we are not going to stop the development process with uLink. This asset had only two months on the Store, this is a complex asset and we need a lot of time to complete the documentation and release important updates.
We are going to release another version using photon. And no, you dont have to purchase it again, you dont need two networking solutions to work with this asset.
Hello, as it says on the description on the asset store, the point of this asset at first is to give the users the tools for a Moba Game, so they have a complete prototype to work with. You can use photon server later if you want to use server side logic.
Ill try to do my best with the resources i have to give you guys the best Moba Solution for Unity 3d.
Well, sure but its not very productive to release a asset (which is complex like you said) and the documentation is only 1/4 finished.
Same for me here. It look like the uLink version has errors. Any update?
Grettings
same for me, but I manage to mess around a bit between the different Ulink downloads.
Version 2.5
then came the next problem (MinionsBlueProxy_mn / red) missing Character Controller) . added Character Controller.
Hurrae… I can now log into the game …
BUT my player char can’t move
Think we all need an update.
Best regards
Follow my words and try again please.
First you import the assset pakage.
Then set the layers as the document shows.
Third,import ulink and ulobby(any version is fine, I use the latest version).But when you import ulink, remember to uncheck the Asset/Character/Network Sync.cs !!!I have failed a several times and finally found this. Remember!
Forth,you update the api.Unity will ask you to do this.
Fifth, import uzone, remember to download the version1.03 as document says! If you find missing Gameinstance,that means you use the uzone2! Do not use that one!
Finally if you can connect to the internet, you dao as the document says, everythings fine!
If my words help, can you send me an email to let me know? My email address is francis_afu@163.com, thank you if you can email me.
look down, I answered this question~ If you find my words useful,could you send me an email to let me know? My email address is francis_afu@163.com, thank you if you can email me.
just look down, I answered this question~ If you find my words useful,could you send me an email to let me know? My email address is francis_afu@163.com, thank you if you can email me~
I guess no new updates for this asset?
dead asset, do not buy
Yeah I already purchased and mainly use it just for a template to rip apart and use.
After realizing the Photon was just a very basic implementation I have ripped all of that out and started using a different multi-player framework.
When are you guys actually going to provide full documentation on how your system works? You’re selling an asset that ultimately isn’t even complete or playable in its state.
Yes, I understand that we need coding experience though there are no instructions on how to piece any of the initial ground-work together?
Per the previous comment from runningbird, I’m essentially using MOBAStorm for the same thing (ripping it apart from being a framework and coding from scratch, cherrypicking the bits I feel I can use).
If you’re not going to base your code on something everyone understands then you need to explain how someone sets up the initial structure.
I’ve been trying for the past month to get uLink, uZone, uGameDB, etc. etc. running with Riak on a cluster of a few VM remote machines and have made very little progress (coming from a blue-chip I.T. background, I think that’s a fair call that it’s not as simply as “Start Lobby”, “Start Server”, “Start Client” as your documentation states).
The sequence for start-up is all well and good though you need to explain exactly how to install these things and what needs to be running behind the scenes for things to connect?
This is where your documentation has serious lack of thorough explanation.
If you can expand on the precursor steps required for people rather than simply glossing over some very important steps with the above, people might actually be able to get it working without spending months being frustrated.
Maybe explain the following:
- How to install uLobby and any other necessary components to form the infrastructure.
- How to set the IP addresses in the game elements for them to be able to connect to one another.
- What applications need to be running (Master Server? Does it need to be running?)
Your product might be a great framework, though one that will actually load so we can see how the proverbial clock ticks would be preferable to having a bunch of code that no-one can get working. It doesn’t matter if the product is revolutionary if the people purchasing it can’t even get it started to see what they’ve bought; instead they’ll feel cheated that they’ve bought something that “doesn’t work”.
Is there anything against packaging your package with uLobby evaluation version and all of the other bits and pieces required to get the asset actually working?
Can you package something with everything in it that simply just “plays” with?
As a sidenote, I purchased another MOBA framework and pressed “play” and it works flawlessly with no fuss at all, which is why I was so extremely disappointed with MOBAStorm. It looked great and for the last month I still haven’t even been able to get it running, especially when it was my intention to use this as the basis for my new game…
Updated documentation would be appreciated.
I also sent a post to their website at www.jmgdigital.com and no response (my comments are still awaiting moderation after two weeks).
What I don’t understand is why there are PHP scripts referred to in the C# back-end code that then refer to linking to what would appear to be MySQL databases (given the close relationship between PHP and MySQL), yet uGameDB (uLobby initiative) uses Riak database.
Very confusing stuff for people that have never used the framework before.
I just wish there was a bit of clarity so there’s some clear direction of what the developers were showing us through their development.
A bit of an idea of a couple of example PHP scripts (if using MySQL) or some initial routines to create Riak schemas, etc. would be useful, otherwise we’re all just floundering around attempting to make headway through code that potentially makes very little sense (especially when there are confusing directions in terms of what database supports the entire infrastructure).
Personally I would have thought alerting developers who are supposed to pick up their code to develop it further would have been made aware through documentation of the database backend the new developer should use. Some examples of these kinds of things would be good.
This could be a really fantastic asset and is almost there. I’d like to see it turn into a good asset though at present can’t endorse it with such gaping holes.
Something like the following would be helpful:
so - is this dead?
Hello, I have the following error :
Assets/Scripts/ZoneScripts/uZoneClientGUI.cs(284,43): error CS0246: The type or namespace name `ErrorCode’ could not be found. Are you missing a using directive or an assembly reference?
Assets/Scripts/ZoneScripts/uZoneClientGUI.cs(272,63): error CS0246: The type or namespace name `GameInstance’ could not be found. Are you missing a using directive or an assembly reference?
Assets/Scripts/ZoneScripts/uZoneClientGUI.cs(259,53): error CS0246: The type or namespace name `GameInstance’ could not be found. Are you missing a using directive or an assembly reference?
Assets/Scripts/ZoneScripts/uZoneClientGUI.cs(24,29): error CS0246: The type or namespace name `GameInstance’ could not be found. Are you missing a using directive or an assembly reference?
EditorOnlyPlayerSettings property UNet_ServiceEnabled::UNet_ServiceEnabled not inititalized. Please initialize it using corresponding PlayerSettings.InitializeProperty function!
UnityEditor.Web.JSProxyMgr:smile:oTasks()
EditorOnlyPlayerSettings property UNet_ServiceEnabled::UNet_ServiceEnabled not inititalized. Please initialize it using corresponding PlayerSettings.InitializeProperty function!
UnityEditor.Web.JSProxyMgr:smile:oTasks()
How to solve them ?
run on linux server? has 3x3 option?
It seems like a very good asset. Just out of curiosity why did it disappear from the asset store?
The developer has stopped supporting it
i have this pack is very good and i try use with photon if somebody want work in a moba