Not sure is something equivalent exists in UnityScript; if not, using try. finally. also works quite well (and if that doesnt exist in UnityScript - do not use UnityScript;-) ).Remenber: we are using SQL Server, (in my case, SQL Server 2008 R2), but im sure it can work with SQlite, Oracle, or something else, all you need to do for it to work, its learn.And now, we are going to make a SQL command, the classic, the one, the awesome, SELECT.
Did you get it No hahahahahaha, man i have to go to a english school Humpf Ok, reader is the name of my table, that holds the data ive got from my search. Sql Command To Find Alternate Extension In Unity How To Create AIll show later how to create a database, because, i have to get back to work my boss its close And God bless you all because He gives me wisdom for that. Use database as game server is not very clever Idea because big lack of security. If you plane to make SQL requests from client you need add users directly in to you database with very restricted user role for they. All game logics and checks needs to be placed in to StoredProcedures, Functions, extendet StoredProcedures and etc. All DB operations needs to be processed throug this StoredProceduresFunctions, so data in tables will be on some level of safe. Game performance will be limited by DB performance, which will be not much cause game logics counting is not DB specialised operations. Extracting the source code for a Unity game is as complicated as clicking one button. The login is handled by the servers anyway and that wont end on the end users machine, so security constraints wouldnt exist. The larger problem is that unity is very unsuitable as backend solution for the MMO You should definitely not use it as its not performance and you cant optimize it there. Also unity is not able to use multithreading so you have to split stuff into different servers just for the sake of targeting different cpu cores by setting their cpu affinity on the process. Using unity networking especially is a big no no as you cant have dozens of servers running to have a few thousand players especially if using other, more suited solutions would get you 10-40 times as many players at the same cost and it does not offer server - server connections so you have to use system.net and unity networking on the backend to get server - server communication and alike Unity networking etc are targeted at situations where you players host games or you put up dedicated servers and alike with 4 - 128 players (128 only if the networking is as light and non action packed as an MMO though and if you opted it). It uses page locking, and if you use transactions, you can block SELECT queries using the same page. This could be a nightmare accross a WAN where pings are rather large since one SELECT or UPDATE requires miltiple round trips. To prove this, open two SQL Navigator windows, in one, do a begin trans, and update, no commit or rollback yet. In the second one, SELECT from the same table, you will notice the second SELECT hangs, in the first Navigator window, do a commit or rollback, and in an instant you will see the second SELECT executes. The workaround is to do a SELECT with NOLOCK, but then you will get dirty uncommitted data back. Design wise its better to send a message to a server to handle updates by sending messages. Sql Command To Find Alternate Extension In Unity Password Of MyI dont want people to have a password of my database kept on a client. I can connect to the SQL Server database inside Unity3.0, but cannot connect after building into a.exe file. I was told that Im using a wrong System.data.dll. ![]() One thing Id recommend is putting the database communication to a separate thread (this can get very tricky, especially in Unity - so be careful and understand what youre doing). The most elegant way of doing this is using the using statement on any variables that need to be closed (see also: using Statement (C Reference) ). Not sure is something equivalent exists in UnityScript; if not, using try. UnityScript - do not use UnityScript;-) ).
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