com.unity.multiplayer.sampl.../CHANGELOG.md

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Исходник Постоянная ссылка Обычный вид История

# Changelog
release: v1.7.0 [MTT-9035] (#213) * Dgs/unity 6 update (#181) * chore: updated Dedicated Game Server Sample to Unity 6, and Multiplayer Play Mode and dedicated server packages to 1.1.0 * chore: update Unity version in the CI for Dedicated Game Server * chore: attempted to change editor version to see if DGS sample can build * feat: updated logic in BuildProcessor so it doesn't use deprecated (and now unneeded) APIs * chore: temporarily disabled running tests of other samples (will be re-enabled after DGS troubleshooting) * chore: disabled core part of BuildEverything automation to see if Yamato still fails * chore: bisecting CI failure * chore: bisecting CI failure * chore: bisecting CI failure * chore: attempted to change build path to see if CI fails * Revert "chore: attempted to change build path to see if CI fails" This reverts commit 72f91399c87b8670a6e332708941b23281636aea. * chore: disabled burst compilation * chore: re-enabled build code * chore: disabled burst compiler programmatically before and after builds * chore: disabled building clients * chore: updated burst to latest version * chore: re-enabled client builds * chore: restored tests of other samples * feat: added UIToolkit support ot input system configuration chore: removed unneeded input asset, set project-wide input actions file --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * chore: (Dedicated game server) updated version badge in README * Deprecation of "Invaders" sample (#186) * chore: removed Invaders from CI, as it is now a deprecated sample * chore: Moved "Invaders" sample to "Deprecated" folder * chore: Added README for deprecated samples * chore: Removed "Contributing" section from Deprecated samples README.md * Feat: Multiplayer Use Cases UI toolkit implementation [MTT-7497] (#184) * Added: integration of UIToolkit for NetworkManagerUI * moving UI Toolkit related files into UI toolkit folder, also NetworkManagerUI.cs adjustments to integrate UI toolkit * fix: added validation of IP and port address * fix: color changes through button interactions work now * fix: added Styleclasses instead of color fields to implement color changes of buttons * fix: scaling of UI changes depending on screen size * mtt-8638-Separate-PR-Triggers-per-project (#195) * copy all changes to new branch * changing name of shared triggers * feat: Distributed Authority Sample initial project setup with scene & folder structure [MTT-8913] (#198) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * feat: DistributedAuthoritySample Netcode for GameObjects & Multiplayer SDK package upgrade, scripting fix, editor upgrade (#203) NGO & Multiplayer SDK package upgrade, scripting fix, editor upgrade * feat: DedicatedGameServer sample upgraded to Netcode for GameObjects v1.8.1 API [MTT-8502] (#182) DedicatedGameServer updated to NGO v1.8.1 API * feat: Distributed Authority Sample player locomotion [MTT-8898] (#200) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection * importing asteroids base classes & locomotion controller wip * reworked drag, inheriting from baseobject movement * cleanup, avatar set with AvatarTransform * distinguishing spawmed players with name in hierarchy * moving AvatarTransformEditor to own Editor subdirectory class, cleanup * formatting changes --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * chore: updated README to provide a clear path to the onboarding resources in case a user closed the Tutorial window [skip ci] * feat: distributed authority sample - adding assembly definitions [MTT-8945] (#207) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * adding explicitly inputsystem to player assembly * Usecases design feedback for out-of-experimental release (MTT-7498) (#209) * chore: updated link in tutorials so it points at more recent RPCs * chor: made font bigger in NetvarVsRPC scene, and rmeoved unneeded prefabs property overrides * chore: added reminder text in completion dialogues to redirect to tutorials * [MTT-8878] [MTT-8909] Feat: Distributed Authority sample Blockout + VFX (#206) * consolidating settings folders * feat: completed first draft of blockout * LODs, 3 VFX, Lighting and post-processing * Updated LODs to be single contained FBXs, removed VFX from scene, rebaked lighting * Fix shader warnings * Fixed statue mesh warnings, removed statue LODs, fixed Toon_Shaking shader warnings * delete unneeded assets * Overriding prefabs in order to be able to remove ProBuilder, remove ClickToPlace script * Changed: moved extracted ProMeshBuilder meshes into different folders and deleted extra folder, imported adjusted toonshaders, deleted smoke shadergraph and adjusted effected materials to use fire shadergraph and changed settings --------- Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> * feat: Distributed Authority Sample Avatar interactions (pick up & throw) [MTT-8905] [MTT-8884] (#208) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * avatar-side pickup/toss of pickupable object * adding a pickupable object, EnvironmentTransform, to scene with a spawner * adding explicitly inputsystem to player assembly * [MTT-8908] Feat: Adding PigChef character and necessary animations (#205) * import PigChef plus dependencies, deleted scripts, WIP cleanup PigChef prefab * removed unnecessary assets, adjusted AnimatorController for PigChef, added basic ThirdPersonController and Rigidbody * feat: adjusted Animator settings (adding parameters and states), creating arm rigs setup and carryable object template * added: pickup animation * adding source animation files pickup and throw animation source Maya files * Updated pickup animation Includes the new bone PickupLocation as child of the Hips bone with animation for being picked up * animation update keyframes updated * Added: set up pickup functionality with fixedjoint, added PickUpItem tag and pickup locations on PigChef and CarryableObjectTemplate also added move VS running * added ThirdPersonRBController script * Updates to prop carrying Animation adjustments for carrying. Prefab adjustments for prop alignment * removed: cloudproject link * added throw animation Includes Maya source files and FBX for Unity * walk and run animation updates Added keyframes for PickupLocation * animation update Idle animation has a better pose for carrying the object * feat: Added carry, drop and throw functionality, adjusted idle animation and added Rig animation functionality for Carrying * adjusting rotations and positions of pottery hand locations * animation updates idle pose updates * fixed animator bug with throw not playing and polished walk and run animations clips and animator controller updated * adjusted colliders from items, angle of pickup and pickup collider * animation updates for carrying and throwing, AnimatorController state machine changes Added anticipation to the throw. Now an Animation Event needs to be added so it throws at the correct time. Also fixed facial animation keyframes. Duplicate "_Rig" versions of the carry and throw clips are made in order to keyframe the IK rig. * pottery prefab update removed vertical offset * created AnimationEvent for ThrowAction * chest prefab updates fine tuned hand attachment points * added PickupLocation to PigChef prefab, adjusted throw logic to enable split throw animation * Animation clip updates and Animator Controller updates for throwing on upper body only Adjusted idle clip pose to remove pop when transitioning to walk/run. Split throw animation into two parts and removed lower body channels from the clips. Updated Animator Controller to play throw anticipation immediately when the button is pressed and throw release clip is played when the button is released. * face animation fixes keyframed eyes and mouth closed in all clips * animation polish adjusted idle pose to more closely match the walk pose * deleting unnecessary transition in controller, slight controller script adjustments * fixing throw force proportional to heldTime * animation polish Removed pop in blending when dropping a carried object. * fix: cleaned up script and added dead zone to remove unwanted auto rotation * removed unneeded extra idle layer * fixed transition conditions Transition from jump landing to walk and idle now have the conditions based on the Move parameter * added groundLayer * removed debugs and adjusted dead zone value * animator controller updates Removed has exit time from jump landing conditions * fixed the problem where jump detached the hands from the carry object All animation states need "write defaults" true. Jump was false, and that was the cause of the problem. * deleting unused assets and changing asset location of CarryableObject script * set Input in Player settings to both input systems so that temp controller used in CharacterTest scene we have in this branch works * reset PlayModeOptions and TimeManager to default, removed .vsconfig * Removed: unneeded cane and chick related assets Changed: Renaming of animation files for consistency and cleanup of animation folder * Added: created Testing scene folder and moved CharacterTest over * Test: creation a new controller to fix errors * Changed: delete old controller, fixed + changed name of new animation controller getting rid of broken text PPtr files * moved ThirdPersonRBController into temp folder and removed audio files * reset time and project settings * Fixed: inconsistent naming * fixed object name (have to take name from original asset which cannot be changed) --------- Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com> * chore: moved "MultiplayerUseCases" sample to the "basic" folder, and updated path in CI scripts * chore: updated changelogs with 1.7.0 release notes chore: updated README accoridng to the changes to Multiplayer Use Cases and Invaders --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Elfi0Kuhndorf <93766359+Elfi0Kuhndorf@users.noreply.github.com> Co-authored-by: harshala-rajesh <104168202+harshala-rajesh@users.noreply.github.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com>
2024-08-29 21:44:51 +03:00
## [1.7.0] 2024-08-31
### Bitesize Samples Repository
#### Added
- Added a "Deprecated" folder for samples that are no longer supported
### Invaders
#### Changed
- This sample is now "Deprecated"
### Multiplayer Use Cases
#### Changed
- This sample is no longer "Experimental", and it has been moved into the "Basic" folder
- In-game UI now uses UIToolkit instead of UGUI
- Updated README to provide a clear path to the onboarding resources in case a user closed the Tutorial window
### Dedicated Game Server
#### Changed
- Upgraded project to Unity 6000.0.3f1
- Updated dedicated server packages to 1.1.0
- Updated Netcode For GameObjects version to 1.8.1, and replaced RPCs using the new workflow provided
## [1.6.0] 2024-05-30
### Bitesize Samples Repository
#### Cleanup
- Formatted .cs files inside the Bitesize Samples repository to adhere to coding standards (#156) Internal testing job definition files were added in order for internal processes to execute.
### 2D Space Shooter
#### Added
- Added local pooling for explosionParticles to optimize performance and showcase built-in pooling component (#167)
#### Changed
- Upgraded to IDE Rider v3.0.28 (#166)
- Upgraded to Unity 2022.3.27f1 (#170)
- upgraded to com.unity.burst v1.8.13
- added com.unity.modules.jsonserialize v1.0.0
- upgraded to com.unity.render-pipelines.core v14.0.11
- upgraded to com.unity.render-pipelines.universal-config v14.0.10
- upgraded to com.unity.shadergraph v14.0.11
- upgraded to com.unity.services.authentication v2.7.4
- upgraded to com.unity.services.qos v1.3.0
- upgraded to com.unity.transport v1.4.1
- upgraded to com.unity.services.core v1.12.5
- Upgraded to Netcode for GameObjects v1.8.1 (#174)
- Upgraded to the newer API for Rpcs, Universal Rpcs
- Upgraded to newer API for Connection Events, OnConnectionEvent
#### Fixed
- Reset values and buffs after respawn of ship (#167)
### Client Driven
#### Changed
- Upgraded to Netcode for GameObjects v1.8.1 (#164)
- Upgraded to the newer API for Rpcs, Universal Rpcs
- The place of execution for a client's position was moved to ClientNetworkTransform child class, ClientDrivenNetworkTransform. This ensures no race condition issues on a client's first position sync. Server code now modifies a NetworkVariable that client-owned instances of ClientDrivenNetworkTransform use on OnNetworkSpawn to initially move a player
- Upgraded to use NetworkObject.InstantiateAndSpawn() API where appropriate (#173)
- Upgraded to IDE Rider v3.0.28 (#166)
- Upgraded to Unity 2022.3.27f1 (#175)
- com.unity.render-pipelines.core upgraded to v14.0.11
- com.unity.services.authentication upgraded to v2.7.4
- com.unity.services.core upgraded to v1.12.5
- com.unity.services.qos upgraded to v1.3.0
- com.unity.transport upgraded to v1.4.1
#### Fixed
- Added Spawner with event executed on Server Start to fix inconsistent ghost ingredients issue (#157)
### Dynamic Addressables Network Prefabs
#### Changed
- Upgraded to IDE Rider v3.0.28 (#166)
- Upgraded to Unity 2022.3.27f1 (#176)
- com.unity.transport upgraded to v1.4.1
#### Fixed
- Releasing an Addressables handle on OnDestroy inside Preloading scene to prevent releasing loaded dynamic prefab from memory (#179)
### Invaders
#### Changed
- Upgraded to IDE Rider v3.0.28 (#166)
- Upgraded to Unity 2022.3.27f1 (#169)
- Upgraded to Netcode for GameObjects v1.8.1 (#172)
- Upgraded to the newer API for Rpcs, Universal Rpcs
- Upgraded to the newer API for NetworkObject spawning to use NetworkObject.InstantiateAndSpawn
- Upgraded usage of NetworkManager.OnClientConnectedCallback to the new NetworkManager.OnConnectionEvent
#### Fixed
- Optimized NetworkTransform on all networked prefabs so the Clients objects movements are closer to the Host ones (#168)
2023-12-15 21:55:30 +03:00
## [1.5.0] 2023-12-15
### Bitesize Samples Repository
#### Cleanup
- Removed the usage of System.Linq across the repository (#146)
### 2D Space Shooter
#### Changed
- Upgraded to Netcode for GameObjects v1.7.1 (#147)
- Upgraded sample to 2022.3.14f1 LTS (#147)
2023-12-15 19:54:52 +03:00
- Upgraded Samples Utilities package to v1.8.0 (#151)
2023-12-15 22:11:19 +03:00
#### Fixed
- Corrected the variables used for initialization of Health and Energy (#150)
- Converted unnecessary ship thrust NetworkVariable to a float (#149)
- Fixed non-host clients not hearing the Fire SFX (#148)
### Client Driven
#### Changed
- Upgraded to Netcode for GameObjects v1.7.1 (#147)
- Upgraded sample to 2022.3.14f1 LTS (#147)
2023-12-15 19:54:52 +03:00
- Upgraded Samples Utilities package to v1.8.0 (#151)
### Dynamic Addressables Network Prefabs
#### Changed
- Upgraded to Netcode for GameObjects v1.7.1 (#147)
- Upgraded sample to 2022.3.14f1 LTS (#147)
### Invaders
#### Changed
- Upgraded to Netcode for GameObjects v1.7.1 (#147)
- Upgraded sample to 2022.3.14f1 LTS (#147)
2023-12-15 19:54:52 +03:00
- Upgraded Samples Utilities package to v1.8.0 (#151)
## [1.4.0] - 2023-09-25
### 2D Space Shooter
#### Changed
- Upgraded to Netcode for GameObjects v1.6.0 (#134)
- Upgraded sample to 2022.3.9f1 LTS (#134)
#### Fixed
- Fixed warnings when spawning new bullets or asteroids by instantiating a new NetworkVariable pre-spawn (#134)
### Client Driven
#### Changed
- Upgraded to Netcode for GameObjects v1.6.0 (#134)
- Upgraded sample to 2022.3.9f1 LTS (#134)
#### Fixed
- Added a script to handle NetworkObject parent changes on Ingredients to address a bug where Ingredients would not get stuck on client disconnect events (#136)
### Dynamic Addressables Network Prefabs
#### Changed
- Upgraded to Netcode for GameObjects v1.6.0 (#134)
- Upgraded sample to 2022.3.9f1 LTS (#134)
#### Fixed
- Fixed loaded status displayed on UI for synchronous prefab spawns inside 05_API Playground Showcasing All Post-Connection Use-Cases scene (#132)
2021-04-14 01:26:44 +03:00
### Invaders
#### Changed
- Upgraded to Netcode for GameObjects v1.6.0 (#134)
- Upgraded sample to 2022.3.9f1 LTS (#134)
## [1.3.0] - 2023-07-07
### Dynamic Addressables Network Prefabs
#### Changed
- Upgrade to Netcode for GameObjects 1.4.0 (#118)
- Upgraded sample to 2021.3.24f1 LTS (#119)
- Upgraded sample to 2022.3.0f1 LTS (#124)
#### Fixed
- Resolved visual bug where the load status of dynamic prefabs on the host was not correct (#111)
### 2D Space Shooter
#### Changed
- Upgrade to Netcode for GameObjects 1.4.0 (#118)
- Upgraded sample to 2021.3.24f1 LTS (#119)
- Upgraded sample to 2022.3.0f1 LTS (#124)
- Upgraded Samples Utilities version to v2.2.0 (#129)
### Client Driven
#### Changed
- Upgrade to Netcode for GameObjects 1.4.0 (#118)
- Upgraded sample to 2021.3.24f1 LTS (#119)
- Upgraded sample to 2022.3.0f1 LTS (#124)
- Upgraded Samples Utilities version to v2.2.0 (#129)
### Invaders
#### Changed
- Upgrade to Netcode for GameObjects 1.4.0 (#118)
- Upgraded sample to 2021.3.24f1 LTS (#119)
- Upgraded sample to 2022.3.0f1 LTS (#124)
- Upgraded Samples Utilities version to v2.2.0 (#129)
#### Fixed
- IP address input field text value is now passed into UTP's ConnectionData, allowing for remote IP address hosting (#112)
- Enemy and Player bullet explosion FX are now replicated on clients via ClientRpcs (#113)
- Fixed an error produced when a client disconnected once the host disconnected after the game was complete (#124)
### Bitesize Samples Repository
#### Fixed
- Removed individual gitignore files for individual projects and added parrelsync clones to root gitignore file (#117)
- Fixed link to old tutorial and clarified supported platforms (#120)
## [1.2.1] - 2023-02-17
### Dynamic Addressables Network Prefabs
#### Changed
- Readme updated with link to the Dynamic Addressables Network Prefabs sample documentation, and broken links fixed (#106)
### 2D Space Shooter
#### Changed
- Readme updated with link to the 2D Space Shooter sample documentation, and broken links fixed (#106)
### Client Driven
#### Changed
- Readme updated with link to the Client Driven sample documentation, and broken links fixed (#106)
### Invaders
#### Changed
- Readme updated with link to the Invaders samples documentation, and broken links fixed (#106)
### Bitesize Samples Repository
#### Fixed
- Readme formatting adjustments and broken link fixes (#106) (#108)
## [1.2.0] - 2023-02-16
### Dynamic Addressables Network Prefabs Sample
Added the Dynamic Addressables Network Prefabs Sample. This sample showcases the available use-cases for the dynamic prefab system, which allows us to add new spawnable prefabs at runtime. This would be useful for games trying to use both [Addressables](https://docs.unity3d.com/Packages/com.unity.addressables@0.8/manual/index.html) and Netcode for GameObjects (#63) (#94) (#96) (#97) (#98) (#99) (#100) (#101) (#103)
### 2DSpaceShooter
#### Fixed
- Resolved issue where the colour of powerups was not displayed correctly (#91)
- Removing warning when spawning powerups (#90). Fixed the order in which powerups were spawned and when their NetworkVariable value was initialized. Now they are spawned beforehand.
- Fixing bullet explosion desync (#89). Bullet explosion vfx were happening too early on clients because of NetworkTransform's interpolation. Bullets are now no longer synchronised by NetworkTransforms and instead only have their velocity set through client rpcs when they are spawned. Since they are no longer interpolated, they are not lagging behind the server and are at the correct position when they receive the despawn message from the server.
- Fix: Broken Reference for Underline Character in Font Asset (#87)
#### Changed
- Upgraded sample to 2021.3.18f1 LTS (#91)
- Readme was updated (#96)
- Added readme banner image (#101)
### Client Driven
#### Changed
- Upgraded sample to 2021.3.18f1 LTS (#91)
- Readme was updated (#96)
- Added readme banner image (#101)
### Invaders
#### Changed
- Upgraded sample to 2021.3.18f1 LTS (#91)
- Readme was updated (#96)
- Added readme banner image (#101)
### Bitesize Samples Repository
#### Changed
- Readme was updated (#96)
## [1.1.0] - 2022-12-13
feat: Third Person Character Controller integration with custom IP UI (#66) * third person controller assets added * dependencies updated * integration of networked third person character avatar * using NGO 1.1.0 * targeting Boss Room's utility package commit for ClientNetworkAnimator * IP window allows for custom IP using UI Toolkit, player apply force re-added * feedback: non-alloc raycasts, less spawns, format, etc * removing motionspeed animation speed multiplier * player spawned after spawn points are consumed is spawned at world origin * feedback on formatting & interactivity * changlog addition, more feedback changes * MTT stamps for thirdpersoncontroller script * reordering when iskinematic is enabled * capsule collider added to ghost players, ingredient is dropped overhead * ground layer usage * stove collider upsize * restoring drop overhead, removing fixedupdate usage * re-enabling footstep sound on ghost clients * more description on MTT usage * re-added MotionSpeed functionality, any mapping can apply input (input disabled on out of focus devices) * pickup height bumped up * documenting NGO workaround to set in-scene NetworkVariable starting values * dropzone prefab scale correction * removing old host/join component, player motionspeed default param set to 1 * removing workaround on networkvariables on in-scene placed NetworkObjects * updating the project to 2021.3.15f1 * adding rigidbody interpolation to the ingredient prefabs * turning off interpolation while object is picked up * updating boss room utilites package version
2022-12-06 22:43:26 +03:00
### Client Driven
#### Changed
- Changed connection UI to use UI buttons and events instead of OnGUI [MTT-4201] (#60)
- ThirdPersonController starter assets added (#62)
- Uniformize gitignore files (#65)
- Art Pass (#68)
- Anti Aliasing (#72)
- Third Person Character Controller integration with custom IP UI (#66) The sample has been refactored to feature a PlayerPrefab inside NetworkManager that is a networked variant of a prefab from [Unity's Starter Assets](https://assetstore.unity.com/packages/essentials/starter-assets-third-person-character-controller-196526). Other improvements include:
feat: Third Person Character Controller integration with custom IP UI (#66) * third person controller assets added * dependencies updated * integration of networked third person character avatar * using NGO 1.1.0 * targeting Boss Room's utility package commit for ClientNetworkAnimator * IP window allows for custom IP using UI Toolkit, player apply force re-added * feedback: non-alloc raycasts, less spawns, format, etc * removing motionspeed animation speed multiplier * player spawned after spawn points are consumed is spawned at world origin * feedback on formatting & interactivity * changlog addition, more feedback changes * MTT stamps for thirdpersoncontroller script * reordering when iskinematic is enabled * capsule collider added to ghost players, ingredient is dropped overhead * ground layer usage * stove collider upsize * restoring drop overhead, removing fixedupdate usage * re-enabling footstep sound on ghost clients * more description on MTT usage * re-added MotionSpeed functionality, any mapping can apply input (input disabled on out of focus devices) * pickup height bumped up * documenting NGO workaround to set in-scene NetworkVariable starting values * dropzone prefab scale correction * removing old host/join component, player motionspeed default param set to 1 * removing workaround on networkvariables on in-scene placed NetworkObjects * updating the project to 2021.3.15f1 * adding rigidbody interpolation to the ingredient prefabs * turning off interpolation while object is picked up * updating boss room utilites package version
2022-12-06 22:43:26 +03:00
- Input polling via the new Input System
- Connection UI utilizes UI Toolkit
- Updated to Unity 2021.3.15f1 LTS
- Change URP grading mode to HDR (#73)
- Player Colors (#75)
- UI Art (#69)
- Readme added (#76)
- Upgrade to Netcode for GameObjects v1.2.0 & cleaned up in-scene NetworkVariables (#78)
- Ingredient spawn position offset (#81)
- In-game UI backgrounds (#82)
- Initial position sync fix on owning clients (#85)
### 2DSpaceShooter
#### Changed
- UI Pass using UI Toolkit (#55)
- Uniformize gitignore files (#65)
- 2DSpaceShooter & Invaders 2021.3.15f1 LTS update & Readmes (#77)
- Updating Invaders and 2DSpaceShooter to Netcode for GameObjects v1.2.0 (#84)
### Invaders
#### Fixed
- Fixing NotServerException [MTT-4029] (#59)
- Despawning enemies instead of destroying them (#74)
#### Changed
- Updated to Unity 2021.3.15f1 LTS
- 2DSpaceShooter & Invaders 2021.3.15f1 LTS update & Readmes (#77)
- Updating Invaders and 2DSpaceShooter to Netcode for GameObjects v1.2.0 (#84)
feat: Third Person Character Controller integration with custom IP UI (#66) * third person controller assets added * dependencies updated * integration of networked third person character avatar * using NGO 1.1.0 * targeting Boss Room's utility package commit for ClientNetworkAnimator * IP window allows for custom IP using UI Toolkit, player apply force re-added * feedback: non-alloc raycasts, less spawns, format, etc * removing motionspeed animation speed multiplier * player spawned after spawn points are consumed is spawned at world origin * feedback on formatting & interactivity * changlog addition, more feedback changes * MTT stamps for thirdpersoncontroller script * reordering when iskinematic is enabled * capsule collider added to ghost players, ingredient is dropped overhead * ground layer usage * stove collider upsize * restoring drop overhead, removing fixedupdate usage * re-enabling footstep sound on ghost clients * more description on MTT usage * re-added MotionSpeed functionality, any mapping can apply input (input disabled on out of focus devices) * pickup height bumped up * documenting NGO workaround to set in-scene NetworkVariable starting values * dropzone prefab scale correction * removing old host/join component, player motionspeed default param set to 1 * removing workaround on networkvariables on in-scene placed NetworkObjects * updating the project to 2021.3.15f1 * adding rigidbody interpolation to the ingredient prefabs * turning off interpolation while object is picked up * updating boss room utilites package version
2022-12-06 22:43:26 +03:00
2021-10-21 01:21:30 +03:00
## [1.0.0] - 2021-10-20
2021-10-21 01:41:50 +03:00
### Client Driven
A new sample was added named client driven. It focus on client driven movements, networked physics, spawning vs statically placed objects, object reparenting
2021-10-21 01:21:30 +03:00
### Invaders
#### Changed
- Updated to Netcode for GameObjects 1.0.0.
- Player now use ClientNetworkTransform for client driven movement
- Network Manager now uses Unity Transport instead of UNet
- SceneTransitionHandler : now uses the new Scene Manager and Scene Loading events
- InvadersGame : replicated time remaining now uses a RPC instead of a one time synchonized NetworkVariable
#### Fixed
- Network behaviour in OnDestroy was moved to OnNetworkDespawn
### 2DSpaceShooter
#### Changed
- Updated to Netcode for GameObjects 1.0.0.
- Player name is no longer static but based on the client id.
#### Fixed
- Fixed a bug where explosions from bullet impacts where only visible on the host.
- Fixed a bug where setting the hosts port in the UI wouldn't change the port on which the server was hosted.
2021-07-21 14:21:14 +03:00
## [0.2.0] - 2021-07-21
2021-07-20 18:16:36 +03:00
2021-07-21 14:21:14 +03:00
### Invaders
#### New Changes
2021-07-20 18:16:36 +03:00
- Game - rename all our alien prefabs to have a more generic name, the same principle was applied to our codebase, renamed variables/fields/classes to something more generic
- Game: Fix a crash in shipping build
- Enemies: Rename our main enemy class to EnemyAgent + minor clean-ups + implement a grace shoot timer period
- InvadersGame: Some big refactories here, the UpdateEnemies function not outputs a set of flags (bitmask) rather than having separated booleans to keep track off
- InvadersGame: Fix an edge case of the game loop where if the enemies would reach the bottom they would never respawn, now when they do reach that bottom boundary it will be game over
- InvadersGame: Introduce additional game over reasons
- LobbyControl: Introduce a minimum player count variable that could be tweaked in the inspector so that the users can start playing in the editor with just the host in the lobby
- PlayerControl: Unified the NotifyGameOver function with the InvadersGame one + added different texts for all the possible game over reasons to be displayed
- PlayerControl: Fix a minor issue where the Player graphics are not hidden on all connected instances upon "death".
2021-07-21 14:21:14 +03:00
#### Known Issues
2021-07-20 18:16:36 +03:00
- Upon import a MissingReferenceException is triggered from within MLAPI: **"MissingReferenceException: The object of type GameObject has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object."** in:
- UnityEngine.GameObject.GetComponent[T] () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/GameObject.bindings.cs:28)
2021-07-21 14:21:14 +03:00
### 2DSpaceShooter
#### New Changes
- Cleaned up project structure, removed duplicate art assets and moved remaining asset into sub folders.
- Removed empty MonoBehaviours which were used as tags and using the Unity tag system instead.
- Removed the dependency to the community contributions repository and copied `NetworkManagerHud` and `NetworkObjectPool` into the sample.
- Small QoL improvements to scripting. Using `TryGetComponent` and `CompareTag`.
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- Fix audio issues by moving the audio listener onto the player ship object.
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#### Known Issues
- Missing Reference Exception thrown when leaving playmode, can be ignored:<br>
*MissingReferenceException: The object of type 'NetworkObjectPool' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
MLAPI.Extensions.NetworkObjectPool.ReturnNetworkObject*
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## [0.1.0] - 2021-04-07
Initial release of MLAPI Bitesize Samples repository. Samples support the following versions:
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| Unity Version | Unity MLAPI Version |
| -- | -- |
| 2020.3 | 0.1.0 |
### New features
- Added Invaders sample.
- Added 2D Space Shooter sample.
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### License
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The Bitesize Samples repository and code projects are licensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license). See [LICENSE](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/blob/main/LICENSE.md) for full details.