What do you mean with "last version of the game"? Are the assets not updated, or is it running older code? And is the game up to date if you launch the GameLauncher instead of the Sandbox? If the assets are out of date in the packaged build it could be that you forgot to export to engine i...
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You can package your project by right-clicking the game.cryproject file. This way you get a packaged version of your game that you can give to other people. Keep in mind that at the moment it does not encrypt the packages though. More information about it can be found here http://docs.cryengine.com/...
If your engine is not showing up in the dropdown menu when switching engine, it means it's not registered yet. You can simply do this by pressing the browse button (the button with "..." as its text) in the Switch Engine dialog, and browsing to the root folder of your engine. Press OK in t...
- Forum: Plugins, Source Code & GitHub
- Topic: Potential divide by zero in the GIT source code for Cryengine V.
- Replies: 7
- Views: 365
- Mon Jan 29, 2018 1:08 pm
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Btw when i change a entity property, (name, for example) and build i need to restart the sandbox to show this change in inspector. Is this some type of bug? in Unity code changes auto update in inspector. At the moment the Sandbox doesn't automatically reload when a component is changed, so restart...
This is probably the intended divide by 0 error that's in the engine. You can find more information about it in this topic: https://forum.cryengine.com/viewtopic.php?f=64&t=4676&hilit=potential+divide+by
Currently this is not yet exposed in the CryEngine.Core namespace. You can however try this with the CryEngine.Common namespace. The CryEngine.Common namespace however is generated by SWIG which means that you have to make sure to properly dispose and manage the objects you use from that namespace. ...
- Forum: Programming General
- Topic: How to add a shadow to spawned object via C# script?
- Replies: 1
- Views: 103
- Mon Jan 22, 2018 10:46 am
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droni1234 wrote:Cool thank you for explaining some core differences in the engine, I think you made a mistake in the unity code block localposition instead of position I guess a typo
Woops, yeah that should've been:
Code: Select all
// Local position
gameObject.transform.localPosition = new Vector3(0,0,0);
Since I have quite some experience in both engines I'll add a bit of my experience from a programming perspective. First of all, in CRYENGINE 5.4 you create a separate C# solution, instead of the editor doing this for you. This is done by right-clicking on the game.cryproject file in your project's ...
Normal buttons and keys send Pressed , Down and Released events. But Changed is only sent by analog-events, such as the mouse or analog-sticks on a controller. So in your case you probably want to listen to the Pressed and Released events instead. Example from the Third Person Template: if(state == ...
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