com.unity.multiplayer.sampl.../README.md

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![Banner](Resources/bitesize_banner.png)
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# Netcode for GameObjects Bitesize Samples
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[![UnityVersion](https://img.shields.io/badge/Unity%20Version:-2022.3%20LTS-57b9d3.svg?logo=unity&color=2196F3)](https://unity.com/releases/editor/whats-new/2022.3.0)
[![NetcodeVersion](https://img.shields.io/badge/Netcode%20Version:-1.8.1-57b9d3.svg?logo=unity&color=2196F3)](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/releases/tag/ngo%2F1.8.1)*
[![LatestRelease](https://img.shields.io/badge/Latest%20%20Github%20Release:-v1.6.0-57b9d3.svg?logo=github&color=brightgreen)](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/releases/tag/v1.6.0)
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*: Due to a regression in Netcode for GameObjects pertaining to the destruction of NetworkObjects when a client unsuccessfully connects, the Dynamic Addressables Network Prefabs sample has remained at v1.7.1. It will be upgraded in the near future with the latest Netcode version including a fix for the regression.
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This repository contains a collection of bitesize sample projects and games that showcase different techniques
which can help you get started with development of a multiplayer
project using [Netcode for GameObjects](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects).
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# Bitesize Samples Overview
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### 2D Space Shooter Overview
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The [2D Space Shooter Sample](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Basic/2DSpaceShooter) was a UNET sample that has been converted over to NGO. Check it out to learn more about physics movement and status effects using Netcode `NetworkVariables` and `ObjectPooling`.
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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>
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### Multiplayer Use Cases Overview
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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>
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The [Multiplayer Use Cases sample](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Basic/MultiplayerUseCases) show you how to perform common actions in a multiplayer environment, so that you can build the features of your game with them in mind.
In this sample you'll learn about the core features of Netcode For GameObjects (Netcode) through practical examples that you'll be able to extend and adapt to fit the gameplay logic of your own game.
Each scene comes with an in-editor tutorial that will help you explore the main scripts and object of each scene, so you know where to look at to find what you're looking for.
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### Client Driven Overview
See the [Client Driven Sample](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Basic/ClientDriven) to learn about client driven movements, networked physics, spawning vs in-scene placed `NetworkObjects`, and `NetworkObject` parenting.
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### Dynamic Addressables Network Prefabs Overview
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Check out the new [Dynamic Addressables Network Prefabs Sample](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Basic/DynamicAddressablesNetworkPrefabs) to learn more about the dynamic prefab system, which allows us to add new spawnable network prefabs at runtime.
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---
## Readme Contents and Quick Links
<details open> <summary> Click to expand/collapse contents </summary>
- ### [Getting the Project](#getting-the-project-1)
- ### [Requirements](#requirements-1)
- ### [Troubleshooting](#troubleshooting-1)
- [Bugs](#bugs)
- [Documentation](#documentation)
- ### [Contributing](#contributing-1)
- ### [Community](#community-1)
- ### [Feedback Form](#feedback)
- ### [Other Samples](#other-samples-1)
- [Boss Room](#boss-room-sample)
</details>
---
<br>
## Getting the project
### Direct download
- You can download the latest versions these samples from our [Releases](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/releases) page
- __Alternatively:__ select `Code` and select the 'Download Zip' option. Please note that this will download the branch you're currently viewing on Github
<br><br>
## Requirements
The bitesize samples are compatible with the latest Unity Long Term Support (LTS) editor version, currently [2022 LTS](https://unity.com/releases/editor/qa/lts-releases?version=2022.3) and are supported on the Windows 10 and Mac OSX platforms. Please include standalone support for Windows/Mac in your installation.
**PLEASE NOTE:** You will also need Netcode for Game Objects to use these samples. See the [Installation Documentation](https://docs-multiplayer.unity3d.com/netcode/current/installation) to prepare your environment. You can also complete the [Get Started With NGO](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/get-started-ngo) tutorial to familiarize yourself with Netcode For Game Objects.
<br><br>
## Troubleshooting
### Bugs
- Report bugs in the Bitesize samples using Github [issues](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/issues)
- Report NGO bugs using NGO Github [issues](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues)
- Report Unity bugs using the [Unity bug submission process](https://unity3d.com/unity/qa/bug-reporting)
### Documentation
For a deep dive into Netcode for GameObjects and the Bitesize Samples, visit our [documentation site](https://docs-multiplayer.unity3d.com/).
<br><br>
## Community
For help, questions, networking advice, or discussions about Netcode for GameObjects and its samples, please join our [Discord Community](https://discord.gg/FM8SE9E) or create a post in the [Unity Multiplayer Forum](https://forum.unity.com/forums/netcode-for-gameobjects.661/).
<br><br>
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## Contributing
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We welcome your contributions to this sample code and objects. See our [contribution guidelines](CONTRIBUTING.md) for details.
<br><br>
## Feedback
If you have tried these samples already, please consider leaving us feedback [here](https://unitytech.typeform.com/bitesize)--it will only take a couple of minutes. Thanks!
<br><br>
## Other samples
### Boss Room Sample
[Boss Room](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/) is a fully functional co-op multiplayer RPG made with Unity Netcode. It is an educational sample designed to showcase typical netcode patterns that are frequently featured in similar multiplayer games.
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[![Documentation](https://img.shields.io/badge/Unity-bitesize--docs-57b9d3.svg?logo=unity&color=2196F3)](https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-introduction)
[![Forums](https://img.shields.io/badge/Unity-multiplayer--forum-57b9d3.svg?logo=unity&color=2196F3)](https://forum.unity.com/forums/multiplayer.26/)
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[![Discord](https://img.shields.io/discord/449263083769036810.svg?label=discord&logo=discord&color=5865F2)](https://discord.gg/FM8SE9E)