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Network View and Networking script crash
I have a project and up unitil 1 hour i could play in the editor and as a build but know unity crashes if i press play in the editor and the standalone if i use that
anyone know a solution? i use 4.1.f because 4.2 crashes my whole computer its not just my pc because i sended the file to a friend (he uses mac) and his mac told him the file was broken or unfinished.
here is the networking script: #pragma strict var gameName:String = "Network_Testing_Dinges";
var loadedanlevel : boolean;
private var refreshing:boolean;
private var hostData:HostData[];
var madeaserver : boolean = false;
private var btnX:float;
private var btnY:float;
private var btnW:float;
private var btnH:float;
var supportedNetworkLevels : String[] = [ "mylevel" ];
var disconnectedLevel : String = "loader";
private var lastLevelPrefix = 0;
function Awake ()
{
// Network level loading is done in a separate channel.
DontDestroyOnLoad(this);
networkView.group = 1;
Application.LoadLevel(disconnectedLevel);
}
function Start()
{
btnX = Screen.width * 0.05;
btnY = Screen.width * 0.05;
btnW = Screen.width * 0.2;
btnH = Screen.width * 0.2;
}
function startServer()
{
Network.InitializeServer(32, 25001, !Network.HavePublicAddress);
MasterServer.RegisterHost(gameName, "Network Testing Name", "This is Network Testing Dinges");
madeaserver = true;
}
function refreshHostList()
{
MasterServer.RequestHostList(gameName);
refreshing = true;
}
function Update()
{
if(refreshing)
{
if(MasterServer.PollHostList().Length > 0)
{
refreshing = false;
Debug.Log(MasterServer.PollHostList().Length);
hostData = MasterServer.PollHostList();
}
}
}
// Messages
function OnServerInitialized()
{
Debug.Log("Server initialized!");
}
function OnConnectedToServer()
{
Debug.Log("Connected To Server!");
}
function OnMasterServerEvent(mse: MasterServerEvent)
{
if (mse == MasterServerEvent.RegistrationSucceeded)
{
Debug.Log("Registered Server");
}
}
// GUI
function OnGUI()
{
if(!Network.isClient && !Network.isServer)
{
if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start Server"))
{
Debug.Log("Starting Server");
startServer();
}
if(GUI.Button(Rect(btnX, btnY *1.2 + btnH, btnW, btnH), "Refresh Hosts"))
{
Debug.Log("Refreshing");
refreshHostList();
}
if(hostData)
{
for(var i:int = 0; i <hostData.length; ++i)
{
if(GUI.Button(Rect(btnX * 1.5 + btnW, btnY * 1.2 + (btnH * i), btnW * 3, btnH * 0.5), hostData[i].gameName))
{
Network.Connect(hostData[i]);
}
}
}
}
if (madeaserver == true && loadedanlevel == false)
{
GUILayout.BeginArea(Rect(0, Screen.height - 30, Screen.width, 30));
GUILayout.BeginHorizontal();
for (var level in supportedNetworkLevels)
{
if (GUILayout.Button(level))
{
Network.RemoveRPCsInGroup(0);
Network.RemoveRPCsInGroup(1);
networkView.RPC( "LoadLevel", RPCMode.AllBuffered, level, lastLevelPrefix + 1);
loadedanlevel = true;
}
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUILayout.EndArea();
}
}
just saw that only 1 scene makes the game crash(its the startup scene)
recreated the scene by hand itgoes well untill i add a network view
its getting more interested its ONLY when i have my network script AND network view attached
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