mlapi | Machine learning in R that doesn ’ t suck | Machine Learning library
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QUESTION
I am making a Multiplayer Game with MLAPI. The problem is, i have a ability system so every ability get executed over an ScritableObject. The problem is, if i have for example five Players in the scene all Players are referenced to the same ScritableObject. And so when somebody execute a ability. The other players are also doing it. So my Question is can I duplicate my default ability ScritableObject so that every player has its own abilities ScritableObject but with the same Values as the default ability ScritableObject. I must do that over Script. I know i could create a new ScritableObject and then make a method who paste my values. But maybe somebody has a better idea??????????
...ANSWER
Answered 2022-Feb-06 at 16:26Afaik you can use Instantiate
also for cloning ScriptableObject
on runtime! Only you can of course not use any component taking more then the original parameter (which makes sense).
And the same way as ScriptableObject.CreateInstance
this will of course not create an asset but only a runtime instance.
QUESTION
I have MLAPI (https://docs-multiplayer.unity3d.com/docs/migration/install/index.html) installed with Tanks multiplayer (https://assetstore.unity.com/packages/templates/tutorials/tanks-multiplayer-mlapi-photon-mirror-69172#description), and when I import the tanks multiplayer code for MLAPI, I get the error: "error CS0246: The type or namespace name 'MLAPI' could not be found (are you missing a using directive or an assembly reference?)", even though it is installed, and I don't know what to do
...ANSWER
Answered 2022-Jan-24 at 13:48you need to import MLAPI like so using Unity.Netcode;
QUESTION
I am trying to set up a networked event system in my Unity Project that allows triggering events on other clients. The event also is supposed to pass an EventArgs-type specific to that event.
However, apparently System.EventArgs is not Serializable and thus can not be directly sent over the MLAPI Network. Therefore I convert the class to a string with Unity's JsonUtility class and instead send that string. Additionally, I send another string which is the specific eventArgsType.ToString().
On client side, I am then converting the eventArgsType to a Type with GetType, and would then like to Deserialize the data-string into the correct eventArgs class. Which I currently do by nasty if-else case comparing to the possible eventArgs-Subtypes and then Deserialize as that. That works, but is extremely ugly and will get out of hand the more subtypes I have. But I am not quite sure of how to do that and would appreciate any tips.
What I currently have:
...ANSWER
Answered 2021-Nov-03 at 13:45As per the docs there is an overload of that FromJson
method which takes a Type
QUESTION
I am trying to destroy specific object on mouse1 click. I am using Unity MLAPI 0.1.0. When I spawn object (SpawnPuzzlePieceServerRpc), I save it's network id into a NetworkVariable. Object then follows mouse cursor (MakeActivePuzzlePieceFollowMouseServerRpc). After that, if I press mouse 1 button, I want that spawned object to be destroyed. Method (DeleteActivePuzzlePieceServerRpc) destroys object both on host and client, however, method continues to be called for some reason, and throws KeyNotFoundException: The given key was not present in the dictionary. NetworkVariable (activePuzzlePieceNetId) seems to be updated to 0 (because of the error throwned constantly), so the method shouldn't be called again because of the condition in Update(). It feels like NetworkVariable is not syncing correctly here. What could be the problem and what am I doing wrong?
Thanks in advance,
...ANSWER
Answered 2021-Nov-01 at 07:59I don't think you can use NetworkVariable
s in a script inheriting from MonoBehaviour
. You should use it in a script inheriting from NetworkBehaviour
and add the NetworkObject
component to the game object to which script belongs. You have to first make sure this network object is spawned across the network in order to use NetworkVariable
s inside it.
Actually, you don't need to use NetworkVariable
to spawn and destroy objects across the network.
When you want to spawn a prefab, you can use a server RPC to spawn it on the server side
QUESTION
For my PlayerController script, I changed inheriting from MonoBehaviour
to NetworkBehaviour
ANSWER
Answered 2021-Aug-15 at 05:58For some reason. There was a race condition that made GetComponentInParent
return null. So I edited NetworkBehaviour.cs to use GetComponent
instead.
QUESTION
I was following the tutorial about 'Mlapi' in Unity. In the tutorial, I have a question when I studying about RPCs.
So the question I have is
- When I make a method with the
ServerRpc
attribute how does the 'Mlapi' handle that method? According to 'Mlapi' documentation, All I have to do to call theServerRpc
function is just making a direct function call with parameters. But what happens when I call the method marked byServerRpc
? What I did was just calling the method marked by theServerRpc
attribute. But how the 'Mlapi' get method marked by theServerRpc
attribute or other Rpc attribute I wrote? And how does the 'Mlapi' call the method from the client and execute it on another machine?
ANSWER
Answered 2021-Jul-18 at 04:33RPC is a well-documented concept. You should look up some references. The RPC client "marshals" your parameters into a format that can be transmitted via network, and sends them with information that tells the other side which function you are calling. The RPC server on the other end "unmarshals" those parameters back into binary structures and calls the function. It then "marshals" the return value and ships it back to the client, where it gets "unmarshalled" back to you.
The RPC server knows which services it is offering, so it's not just calling random functions.
QUESTION
I'm having a bit of an issue with a shell script, replacing url in a json file with sed, with an url stored on a variable. The code is this:
...ANSWER
Answered 2021-Jun-17 at 14:08QUESTION
I'm using Unity 2020.1.3f and Input System 1.0.2 to create a simple racing multiplayer game with MLAPI 0.1.0 but whenever i start an instance of the game after building it and unfocus the window it still detecting my gamepad input (with keyboard does not happen), but when I play the game in Unity's game view and unfocus the editor it does not detect the input anymore. What can i do to only detect my gamepad input when the window is focused?
...ANSWER
Answered 2021-Jun-02 at 15:13QUESTION
My Unity project is using MLAPI framework(UNet Transport). I have a server and 3 clients. Server needs to send RPC message to all clients every frame. The data flow is about 2KB/frame for each client. My project is running at 60FPS. The delivery and sequence of messages are not necessary.
However, server will pop up some warnings like "no free events for message" when running and then all connected clients disconnect automatically. Maybe the problem is broadcast frequency is too high and the message is too big. But I really need these.
Is there any suggestion about NetworkConfig settings? Any suggestion is appreciated.
Thanks a lot!
update: My project is working with a motion capture system and only the server can receive the motion data. So Server needs to broadcast it to other clients.That's why I need to do it every frame.
...ANSWER
Answered 2021-Mar-16 at 09:58I tried different settings of NetworkConfig, especially the MaxReceiveEventsPerTickRate and it just works fine now.
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