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Answer by PhobicGunner

Sorry to necro an old post, but for anybody reading it can be done in Webplayer now, via the Microphone class. You have to request user authorization to do so, and after that you can record audio data...

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Answer by PhobicGunner

[shameless plug ahead] If you're still looking, my voice chat solution uSpeak has been accepted to the Unity Asset Store for $30. It's entirely managed and uses the Microphone class, so it'll work fine...

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Answer by PhobicGunner

[could somebody downvote those last three answers? I don't have enough posts to do so >.<] If I may put forth a shameless plug, I've been working on an integrated voice chat system for Unity...

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Answer by PhobicGunner

Actually, you *don't* need Pro for voice chat. There are I believe two fully-managed voice chat systems for Unity now, one of which is made by me (uSpeak) However, it seems like you're a bit of a...

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Answer by PhobicGunner

OK, here's what I suggest. To get started, take a look at Photon Unity Networking. It's pretty easy to use and you can get a free 20 CCU Photon Cloud license (free server hosting). Once you get the...

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Answer by PhobicGunner

It's definitely feasible. In fact, my voice chat package for Unity supports Android, and pretty much any networking backend as well: [u3d.as/3sR][1] [1]: http://u3d.as/3sR

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Answer by PhobicGunner

The purpose of object pooling is not to instantiate objects faster, since it most certainly will NOT be faster. BUT, what an object pool does is LIMIT MEMORY CONSUMPTION. Think about it this way -...

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Answer by PhobicGunner

If I may... at the end of ApplyAimRotation, you're not actually supplying a blend amount. You're just crossfading over 1/10th of a second. animation.CrossFade( "aim_up", 0.1f ); Instead, you want to...

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Answer by PhobicGunner

Well, that depends. If you're using Unity Networking, what you're looking at is the Master Server. The Master Server is essentially a lobby that all clients connect to and download a list of games...

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Answer by PhobicGunner

[Answered on the DaikonForge forums, copy pasted here.] public override bool IsLocal { get{ return true; } } There is your problem. So, for an object which is receiving audio data over the network, if...

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