Network Transfer of a sceneObject ID
by Ronald J Nelson · in Torque Game Engine Advanced · 04/14/2009 (12:33 am) · 3 replies
I need to know how to transfer a SceneObject through packs and unPacks so that the client will beable to call functions as in transform information.
Here is how it needs to work, I raycast an object and make SceneObject * sObject = rInfo.object. Ok I want to be able to pass sObject through the network so a function can be run both client and server side based upon sObject.
I thought I knew how, but I have been getting alot of broken streams or NULL values for sObject on the client-side.
I imaginge I must be doing it wrong therefore I am hoping someone can tell me where to see a working method or can provide me with one.
Here is how it needs to work, I raycast an object and make SceneObject * sObject = rInfo.object. Ok I want to be able to pass sObject through the network so a function can be run both client and server side based upon sObject.
I thought I knew how, but I have been getting alot of broken streams or NULL values for sObject on the client-side.
I imaginge I must be doing it wrong therefore I am hoping someone can tell me where to see a working method or can provide me with one.
Torque Owner Andy Rollins
ZDay Game
From memory these are done with getGhostID() and resolveGhostId() but I haven't got the engine source with me right now, have a hunt in the engine if you get stuck I'll have a look later for you