TANKS! Tutorial Q&A

Any ETA on when the explaination for the network port will be made? or has it been, and I just cannot find it?
ps. on the store page, you should probably link directly to the tanks tutorial and not the learn page

Not yet iā€™m afraid, itā€™s still in progress, but we have a lot of priorities weā€™re working on at once right now, weā€™ll publish the moment itā€™s ready. Until then feel free to provide your feedback on the forum thread about that project.

Great to see the videos now hitting the Tube. Created a playlist to catch them all :smile:

Hi Simon!

Cheersā€¦ but - Weā€™d rather you used the site with all the supporting info on it -

or the Youtube playlist we already had made!

Will

Ok, I looked but couldnā€™t see the Unity playlist. No worries @willgoldstone

Fantastic work getting that out!

how is it to integrate an account service to give players a score per round?
Is it hard to change the multiplayer loby to an auto matchmaking system?

SOLVED IT. Needed to enter anchor information first.

Quick question on the tanks tutorial. Sorry for the Noob question.

When adding the Tex object in the message canvas it says to set the xyz and top and bottom to 0. In my view I have xyx and width and height not like the screen in the tutorial. What step did I miss?

Thanks love the tutorial:)


Hey!
I somehow got the idea of ā€œpimpingā€ the TANKS! Game since i think it would be a pretty nice party game. so I basically copied the UX of Mario Kart and this is how it looks like now.

and/or

i know maybe a little bit to futuristic and to ā€œholoā€ but that can be changed.

the basic idea is that you can select a tank here and whoever wants to join the game, can plug in his controller, press start and yeahā€¦ join the game.
I also want to add a ā€œstatsā€ screen later on so that every tank has the values like speed, stamina and a special weapon
//edit: like this (gonna add this later to the unity-package):
2346627--158857--ui_stats.png

so, since I am all for collaboration and open source, here are the UI files with pngs and the UI Unity Scene: Dropbox
// i just saw that the bottom bar is not dynamically with the screen height but that can be changed easily

what i would like to do now, is to find someone who is willing to collaborate and give something to the unity community.
So, i can provide graphics but i need a dev who helps me with the implementation of the UI. and after that its done, we gonna put it on github and see what other people will do with it. what do you think?

aaand:
the git repository:

1 Like

Broken Pics? love to see it why not re-post?

Just a quick shout outā€¦

Just finished working through this, thoroughly enjoyed it.
Picked up alot along the way, reinforced the concept of coroutines and putting them into practice with the game logic.
Nice way of using the UI, and the Audio was interesting, I need to look into that a bit further.

So, yep,enjoyed it and learned a fair bit in the process!

Tank you Will,James and others in the Learn Team engine room behind the scenes for getting this to us, much appreciatedā€¦
(gutted I never made it to Amsterdam tho, work got in the way :()

Thanks OboShape! glad to get that feedback of someone having finished it, thatā€™s pretty much our ideal response youā€™ve given so thank you for that :slight_smile:

Hi, Iā€™m still learning unity by watching tutorials. Amazing Tutorial, btw!!! I wanted to try the networking demo, so I created a new project, downloaded the networking demo, built the completed scenes. It works like a charm but there are some problems. Can anyone teach me how to solve them. I have already put it on the unity multiplayer service.

  1. I cant change the name of the game in the lobby scene. it stays as new game.
  2. After clicking on the ā€˜List Serversā€™ the server name is blank. How do I change that? Why is it blank?
  3. Sometimes one of the players screen doesnā€™t show the game but shows the loading screen up to round three, but the players tank keeps moving on the other screens when the player presses the move or shoot buttons.
  4. At least one player when moving at the maximum speed, starts repeatedly acting like it is hitting a screen edge buffer everywhere. But, the other players can easily pass through those areas. Also, when the same player is moving slowly (by releasing the button every few seconds and pressing it again) the player doesnā€™t feel the same effect it was previously feeling.

How do I solve this? Any help is appreciated.

Thank You in advance.

EDIT: Iā€™ve posted it on the networking demo post. You can ignore this post.

I love the assets! Can I use them for commercials purpose?

halloā€¦
iā€™m just following your tutorialā€¦ at the end tutorial 7 i have problem with :

NullReferenceExpetion: Object reference not set to an instance of an object
TankManager.Setup() (at : Assets/Scripts/Managers/TankManager.cs :27)

i have no idea abot the problem, so i replace all scripts with complete project. but istill have same problem like that.

can you help me soleve the problem? thanks

Hi,

I was wondering if there is a chance you could explain (maybe in a tutorial) how to add AI (A.I. for Artificial Intelligence ) to some enemy tanks.

Thanks.

@Area1 , Youā€™ll find everything you need in these tutorials:

Basically:

Iā€™ve been playing around with the TANKS! game adding new features. My tanks take different levels of damage depending on hit location (front, sides, rear). The main cannon now needs time to recharge (5s) between shots (the green line bar above the tank) so I added a coaxial machine gun. I also added powerups (Sabot - 90 damage but requires .5s chargeup and direct hit), AP machinegun ammo, mortar support, airstrike, Chobham armor (adds Armor pool in addition to Health) and Health regen 25 or 50. The tanks move and turn slower and the HEAP round does less damage.

Next steps are multiplayer, singleplayer with A.I., and other AI support units (infantry, IFV, etc.). I have A.I. infantry running around in prototype (blue or red blocks) but they donā€™t do much yet.

And the tanks smoke when damaged. Less Health = more smoke particles.

2358581--159945--Tanks_damage.jpg

Hi, great tutorial! Everything has worked like a charm, you explained everything very well. I have the following problem now:

I want to extend the game to 4 players playing locally (Should be easy enough as this has been considered in all regarding functions). So I do the following:

  • create two more spawnpoints
  • adjust the GameManager GameObject in the Hierarchy panel and add 2 elements to the Tanks array
  • change the colours of the new spawnpoints and the new tanks elements to yellow and green
  • Add some input keys (Edit ā†’ Project Settings ā†’ Input) so the 2 new tanks can drive and shoot.

This works great when I press the play button in Unity, but the PC x64 standalone version aswell as the Unity Web version only have two players, not four. The build seems to ignore my two additional players. I canā€™t figure out what Iā€™m missing, can anyone help?

Youā€™re saying none of the builds reflect your latest changes?

Not to be rude, but are you sure youā€™re running the latest builds? :stuck_out_tongue:

Can you change something obvious like the title and see that change in the builds?

Iā€™m saying the builds reflect the latest changes except the addition of two additional players. I changed the Company Name, Product Name, Default Icon, Splash Image (Config Dialog Banner) and set additional input. This can be seen in the configuration window:

2367272--161403--unity2.png

But when I press play:

I also tried deleting the old builds to make sure Iā€™m running the right version.

What could be the reason for this behaviour? Does the personal unity version only allow 2 players? Is some variable being ignored when building (perhaps the inspector Tanks array value)?

Itā€™s also okay to be rude as long as I know what I did wrong afterwards :slight_smile: I just canā€™t find it whats missing.