Unity 5.6 introduces a new bug by changing the communication between an Unity App and the surrounding website. This will cause problems while loading the java script code of the plugin.
For now the problem can be avoided by using templates which include the java script code before the unity app is started. Simply import the unitypackage files and select the WebGL templates via the WebGL Player settings. You can find the needed files here: WebRTC Network , WebRTC Video Chat template.
You can find more information about Unity WebGL templates here (not yet fully up-to-date).
The new Version 0.972 is now waiting for approval by Unity. It uses now the same WebRTC version as Chrome 53 (changelog). It also contains some bugfixes and a new default stun server after the old one went offline. All examples are updated and should work again.
The new Version 0.971 is now available in the Asset Store! It comes with a few bug fixes, easier configuration via the Unity Editor and the first test versions for Mac and Android support!
Note that Mozilla stun server is currently unavailable. If you have any connection problems through firewalls use “stun:stun.l.google.com:19302″ instead! I will provide an own stun server for testing soon to avoid those problems in the future.
My new unity assets were finally released and a new version is awaiting approval!
WebRTC Network was downloaded many times in the past already and received now support for Googles native WebRTC API! It can now run on Windows and browsers using the exact same interface. Even connections between different platforms are possible. It will receive new updates in the next few weeks addition support for Mac and mobile platforms!
My newest asset is WebRTC Video Chat. Building on top of the network version it allows audio and video streaming in addition to sending text messages.
A new game is finished and this time I will actually publish it!
Testank is a new kind of arcade game combining simple game play inspired by old school games like Asteroids with new features such as real-time multiplayer, player ranking and unique artificial intelligence controlled fish.
You play a catfish that needs to gather food to gain points while avoiding obstacles and fighting competitors. Sounds simple? Give it a try!
You only need the mouse in order to play:
Left Mouse Button – Swimming towards the mouse cursor
Right Mouse Button – Special attack (this can differ depending on the food you have gathered)
You can play it on gamejolt and soon on this website as well!
I have renamed SpaceArena to Artificial Life – Cells and entirely changed the game play from.
Singleplayer mode is now a solely test of your focus and reaction. You control a blue fish shaped cell that has to evade the red cells. If you collide with them you will die immediately. A collision with the side of the screen doesn’t do any damage and you simply bounce off. Every few seconds a food object is dropped in the game. The more you can gather the more points you will receive. The right mouse button will start a charge attack that will push everything away and make you immune for a few seconds.
Multiplayer is the same as Singleplayer but other players that play at the same time may randomly join your game. You can decide yourself if you want to tolerate them or better get rid of them using your charge attack. 😉
Main improvements to the last version aren’t actually any gameplay changes but the following technical improvements:
physics is now 100% stable and deterministic
a new lag compensation algorithm keeps all non player controlled objects in sync even if you have a bad connection
server api included
multiplayer users will now automatically join each others games
the server tries to find the best game to join with the best latency
the game will show you the top10 reported by the server + your own rank
the game asks you a name used to show in the top10
The next update will add the artificial life to the multiplayer mode. The AI will be ranked like other players and join your multiplayer games. It is based on a neural evolution algorithm and is bred not programmed! I am also working on another kind of AI/AL that will not simply play the game but instead learn to mimic your own gameplay! More on that later.