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pdegrand
January 14th, 2021, 04:14
Is there a way to have a map in unity I can update without having to rename to reupload. I have a campaign I am running and it is a custom world. As the players find new cities and places of interest I edit the map and put the poi or city on the map. In classic I could just put a map back in the folder with the same name as the previous and it would show up when the players logged in, It would have the updated map with new info on it. The problem I am having is unity wont let me do that for some reason. When I upload the map to the folder it shows on my end that the map has been updated but on the players side it shows the old map. The only way I can get the new map to show up on the players side is to rename it something different and share it again, but it is going to get a bit annoying to have to do this every time I update the map and I will also have "world map 11565484641.jpg" by the time we are done. It is also going to make a cluttered mess of the listings on the players side if I have to keep uploading with a different name.

Thx,
Phill

LordEntrails
January 14th, 2021, 04:22
Map it natively in FGU?

Otherwise you can update it, but you don't want to change the overall size (pixels) of the map. Keep those the same. I think you will have to unshare and reshare the map while all players are connected.

pdegrand
January 14th, 2021, 15:28
I would rather not use FG to up date or edit maps at this point I think it is kind of to little to late for that, but that is for another post I wont be writing. I have attempted to update with everyone online, everyone off, deleting the old map instead of overwriting, unshare, reshare, I have a tech background so I have done the most obvious things. Kind of at a loss at this point.

Zacchaeus
January 14th, 2021, 15:40
I think you'll need to get your players to delete their cache files before joining you in order for the new map to update. I think the issue is that the map has the same name; so I'm guessing that it is looking for that name and if it finds it it doesn't do anything else.

LordEntrails
January 14th, 2021, 17:36
Yep, agree with Mr Z. Sounds like FGU is only using filename to base cache updates on and not size/date or other indicators. Therefore only way would be to have players delete cache.

Maybe one of the devs can verify the indended behavior.

Jiminimonka
January 14th, 2021, 20:07
Is there a way to have a map in unity I can update without having to rename to reupload. I have a campaign I am running and it is a custom world. As the players find new cities and places of interest I edit the map and put the poi or city on the map. In classic I could just put a map back in the folder with the same name as the previous and it would show up when the players logged in, It would have the updated map with new info on it. The problem I am having is unity wont let me do that for some reason. When I upload the map to the folder it shows on my end that the map has been updated but on the players side it shows the old map. The only way I can get the new map to show up on the players side is to rename it something different and share it again, but it is going to get a bit annoying to have to do this every time I update the map and I will also have "world map 11565484641.jpg" by the time we are done. It is also going to make a cluttered mess of the listings on the players side if I have to keep uploading with a different name.

Thx,
Phill

After you edit the map, open the Assets window and click the Reload icon (last icon on the right)

42849

Trenloe
January 14th, 2021, 20:36
After you edit the map, open the Assets window and click the Reload icon (last icon on the right)

42849
Unfortunately, in my testing, that doesn't work for the player.

As the OP mentioned, the GM can see the new image file fine. It's just that the player cache, as eluded to above, appears to not update new/modified files of the same filename.

Jiminimonka
January 14th, 2021, 21:10
Then un share and re share should fix it?

Trenloe
January 14th, 2021, 21:14
Then un share and re share should fix it?
Nope. The only thing that currently appears to fix this issue is what Zacchaeus mentioned above, clear the cache on each of the player computers - not really much of an option. Or, as the OP mentions, use a different name for the base file. Again, not a great solution.

pdegrand
January 14th, 2021, 23:56
Not much of a question asker, usually figure it out for myself but this was a last ditch effort for an answer. I'll keep hoping I figure out a better way but I wanted to thank you all for the suggestions.

Fear Grounds
January 15th, 2021, 00:01
Not much of a question asker, usually figure it out for myself but this was a last ditch effort for an answer. I'll keep hoping I figure out a better way but I wanted to thank you all for the suggestions.

Are you building the map as you go, or are you just uploading partial maps until getting to the finished map?

pdegrand
January 15th, 2021, 00:19
I did the main world map in wonderdraft and I update it every session with the new towns and forested areas and the like. It is basically just adding a dot for the city and a name or adding some trees for a forest and reuploading.

Fear Grounds
January 15th, 2021, 00:35
The simplest solution would then be for you to upload the whole finished map with whatever Final map name you prefer. Before you share the map, mask off the whole thing, and reveal only the areas and poi's that the players have discovered so far. As they explore new areas, you can reveal the mask exposing the added features as they find them. You could even reveal the entire boarder of the land masses to make sure players know where they are in the big picture of things.

pdegrand
January 15th, 2021, 00:48
Normally I would say that would be the route I take, but it is a custom world that is nowhere near done or my players as usual go off the rails and wander into an area I didn't think I need to have ready. lol

Fear Grounds
January 15th, 2021, 01:09
Ah yes, the dreaded player logic, LOL.

Since you are actually building the world as you play, the mask won't work for you. Without a complete map, you are pretty well stuck having to upload additional maps. Though I would advise getting rid of the previous versions in order to decrease clutter and avoid confusion.

Here's a crazy thought that just hit me, I haven't tried it, so I don't know if it will work. Upload the entire landmass map if you have it finished. When it comes to adding poi's add them inside of unity as assets in the image tools. My theory here is by creating a new drawing layer in order to add the feature, it should refresh the map. Not tested but worth a try at least.

pdegrand
January 16th, 2021, 16:39
Yeah I had thought of that and played with it a bit. From what I can tell it should work except for the naming of the city's. I cant seem to figure out how to quickly do that in unity, only option I could come up with is to do the city label in a photo shop type program and use the stamp tool, or use the built in system to write the notes on the city and drop pins for the players to click on and make them public.

Fear Grounds
January 16th, 2021, 19:19
What I have done, is to share the map and add pins to story entries that give a brief description of the POI. This works really good in city maps, since the map is not covered in text, yet players can quickly and easily see what everything is. For places they haven't explored yet, I don't share the pin with them until they do.

For a regional map, I was thinking more of generic city/town/terrain icons that could easily be stamped where they need to be. I'm pretty sure these assets are a part of any map making software. Then you could drop the pin on them, with the descriptions linked.

If you want the names on the map all the time, I'd recommend photoshop/gimp and export the names as png with transparent backgrounds. Then they should blend in with your map better.