chore: removing added gitignore & PR template, updating readme

This commit is contained in:
Fernando Cortez 2023-10-02 15:34:41 -04:00
Родитель bcb62ec6f4
Коммит 30d256ad4a
3 изменённых файлов: 19 добавлений и 125 удалений

69
.github/pull_request_template.md поставляемый
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<!-- DO NOT REMOVE BEGIN -->
[style guide]: https://unity-docs.gitbook.io/style-guide/
[release note guide lines]: https://unity-docs.gitbook.io/style-guide/style/release-notes
[coding conventions]: https://github.cds.internal.unity3d.com/unity/unity-meta/blob/stable/ReferenceSource/CSharp/Assets/CSharpReference.cs
<!-- DO NOT REMOVE END -->
### Description
<!---
Please provide a description of the changes proposed in the pull request.
Make sure your commit messages have meaningful information.
To help us link commits and PRs to JIRA work items, please include the JIRA ticket ID in the PR title or at least of your commit messages.
-->
### Proposed change(s)
- Describe the changes made in this PR.
### Platform and Editor version used to develop and test this PR
- e.g. Windows, 2019.4.11f1
### Related links
- Trello/JIRA/Airtable/FogBugz
### Affected sample(s)
- [ ] 2DSpaceShooter
- [ ] Invaders
- [ ] Client Driven
- [ ] API Diorama
- [ ] N/A (please describe)
### Types of change(s)
- [ ] Bug fix
- [ ] New feature
- [ ] Code refactor
- [ ] UI/UX (see [style guide] and add a technical artist as a reviewer for relevant changes)
- [ ] Breaking change
- [ ] Documentation update (see [style guide])
- [ ] Other (please describe)
### Checklist
- [ ] Release notes have been added to the [project changelog](../CHANGELOG.md) file
- [ ] Unit tests pass locally
- [ ] Added tests, if feasible, that prove my fix is effective or that my feature works
- [ ] No warnings in the Console
- [ ] Documented (///) **public APIs** (public/protected functionality of public/protected classes), if applicable
- [ ] Updated the sample documentation, if applicable (see [style guide])
- [ ] UI & Style sheet changes: both Dark and Light styles/themes updated/tested
- Remember to familiarize yourself with the [coding conventions]
### How to test/validate
1. this
2. that
### Other comments
- Anything else? Remarks, known issues, future work, etc.
### Issue Number(s)
<!---
Provide a list of fixed issues from Jira (MTT-ticketnumber) or GitHub (#issuenumber).
This helps us understand the reasoning behind this change, what it fixes, feature being added, etc.
-->
### Contribution checklist
- [ ] Tests have been added for the project and/or any internal package
- [ ] Release notes have been added to the [project changelog](../CHANGELOG.md) file
- [ ] Pull request has a meaningful description of its purpose
- [ ] All commits are accompanied by meaningful commit messages
- [ ] JIRA ticket ID is in the PR title or at least one commit message
- [ ] Include the ticket ID number within the body message of the PR to create a hyperlink

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Experimental/MultiplayerUseCases/.gitignore поставляемый
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
/*_clone_*/*
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

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# Multiplayer Use Cases
[![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:-1.4.0-57b9d3.svg?logo=unity&color=2196F3)](https://docs-multiplayer.unity3d.com/netcode/current/about)
[![LatestRelease](https://img.shields.io/badge/Latest%20%20Github%20Release:-v1.3.0-57b9d3.svg?logo=github&color=brightgreen)](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/releases/tag/v1.3.0)
[![NetcodeVersion](https://img.shields.io/badge/Netcode%20Version:-1.6.0-57b9d3.svg?logo=unity&color=2196F3)](https://docs-multiplayer.unity3d.com/netcode/current/about)
<br><br>
This sample provides a series of scenes. Each scene explains a specific API or system commonly used in Netcode for GameObjects. In this sample you will learn more about client-server communication, state synchronization, and other typical mechanics of multiplayer games.