Unity Scene Example

#9 · closed · 3 comments

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ghost

I believe I setup a test project the way things are intended. I am not used to playing in Unity with this structure so it is hard to know. I found the entry point. Created a **gameobject** and put the _component_ on it. Then I did the same for _input_, Then put that _render_ (monobehavior) on my **camera**. Saved the **scene**. Added the **scene** to _build_. Built the project. I can never get it to find the _cache_ folder. I know my cache works I have it working on windows forms example. I literally tried adding the cache folder in every directory. I am not sure if the cache folder is supposed to start with a capital "C" or lower case "c" as the windows forms that I have played with uses the lowercase "c" in /cache/ and I drop that where the console app dlls are to be seen. I even tried going to the AppData dir. and putting it in the CompanyName folder structure. So this structure is likely common place in standard .NET/mono dev environments - and I think I get it, but could use some help with a demo repo or something showing how to wire up everything in Unity with a sample scene and standard build setup. Otherwise I think most of us that do things the Unity way all the time are lost here. Thanks for your time considering this.

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ghost

Forgot to mention this is all working from the main branch. Awaiting reply I pressed on... Found I needed to add .bytes to all the cache put in Resources directory, subfolder "Cache" ref: https://github.com/HelloKitty/RS317.Sharp/commit/33d5c31af171de71b9c96dd0d9818c09d182a931 So that problem is solved. New problem and still highlighting the need for a example scene. ![image](https://user-images.githubusercontent.com/37026425/76138328-efa5a480-6003-11ea-85c5-66785dda2b5f.png) ![image](https://user-images.githubusercontent.com/37026425/76138335-051ace80-6004-11ea-81f3-4c4ce7e1f4f2.png) However if I click randomly all over I eventually get it trying to connect to the server with who knows what user name/pass. At least server is 127.0.0.1 by default - however not sure where that gets assigned as I see some options in there. Typically there is a "codebase" text file that has it...for now in Resources or better StreamingAssets would make sense. If I assign a Texture I get closer to something that I can follow. ![image](https://user-images.githubusercontent.com/37026425/76138446-7313c580-6005-11ea-85d5-08144b5cbaa9.png) ![image](https://user-images.githubusercontent.com/37026425/76138451-7e66f100-6005-11ea-93c0-2465414362d1.png) However by the "Drawable Size" I gather that is acting like I have a mesh with a bunch of submeshes on it with separate uvs. Really lost here. Further lost … somehow the mouse click works and tab works to switch input field and I can type. However, I can't click "" or if I was new and didn't know "new user" button wasn't needed and I clicked new user...I can't hit cancel. At any rate - I doubt I am doing this right. This is all a very different approach to Unity than what many of us are used to. Some hints would greatly help us sort out how to work with this framework.

ghost

![image](https://user-images.githubusercontent.com/37026425/76138873-51680d80-6008-11ea-814b-e13f0a658e88.png) Playing around I found making the size/position/scale as such the mouse clicks lined up. Again - sure this isn't the right way but trying to get it to connect. This way Cancel buttons and Login buttons work. Now only thing to do is find a server that doesn't use RSA I think this project comes with one. Please: https://github.com/HelloKitty/RS317.Sharp/issues/10

ghost

Closing this out. https://github.com/HelloKitty/RS317.Sharp/issues/6