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

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Исходник Обычный вид История

2021-04-14 01:26:44 +03:00
# Change log
## [unreleased] - yyyy-mm-dd
## [1.1.0] - 2022-12-09
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
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- 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`.
2021-07-22 11:53:47 +03:00
- Fix audio issues by moving the audio listener onto the player ship object.
2021-07-21 14:21:14 +03:00
#### 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*
2021-04-14 01:26:44 +03:00
## [0.1.0] - 2021-04-07
Initial release of MLAPI Bitesize Samples repository. Samples support the following versions:
2021-04-14 01:26:44 +03:00
| Unity Version | Unity MLAPI Version |
| -- | -- |
| 2020.3 | 0.1.0 |
### New features
- Added Invaders sample.
- Added 2D Space Shooter sample.
2021-04-22 20:09:01 +03:00
### License
2021-10-21 01:37:30 +03:00
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.