Merge pull request #140 from Unity-Technologies/develop

release: Bitesize samples v1.4.0
This commit is contained in:
Fernando Cortez 2023-09-25 15:33:16 -04:00 коммит произвёл GitHub
Родитель f675409ded a661fe5ef1
Коммит 4cef42015d
Не найден ключ, соответствующий данной подписи
Идентификатор ключа GPG: 4AEE18F83AFDEB23
36 изменённых файлов: 508 добавлений и 204 удалений

16
.github/CODEOWNERS поставляемый Normal file
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@ -0,0 +1,16 @@
# Lines starting with '#' are comments.
# Each line is a file pattern followed by one or more owners.
# More details are here: https://help.github.com/articles/about-codeowners/
# The '*' pattern is global owners.
# Order is important. The last matching pattern has the most precedence.
# The folders are ordered as follows:
# In each subsection folders are ordered first by depth, then alphabetically.
# This should make it easy to add new rules without breaking existing ones.
# Global rule:
* @Unity-Technologies/mtt-samples-dev

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@ -24,7 +24,6 @@ public class Asteroid : NetworkBehaviour
Assert.IsNotNull(m_ObjectPool, $"{nameof(NetworkObjectPool)} not found in scene. Did you apply the {s_ObjectPoolTag} to the GameObject?");
}
// Use this for initialization
void Start()
{
numAsteroids += 1;
@ -61,7 +60,7 @@ public class Asteroid : NetworkBehaviour
var go = m_ObjectPool.GetNetworkObject(asteroidPrefab, transform.position + diff, Quaternion.identity);
var asteroid = go.GetComponent<Asteroid>();
asteroid.Size.Value = newSize;
asteroid.Size = new NetworkVariable<int>(newSize);
asteroid.asteroidPrefab = asteroidPrefab;
go.GetComponent<NetworkObject>().Spawn();
go.GetComponent<Rigidbody2D>().AddForce(diff * 10, ForceMode2D.Impulse);

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@ -1,5 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;

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@ -80,16 +80,19 @@ public class Spawner : MonoBehaviour
go.transform.position = new Vector3(Random.Range(-40, 40), Random.Range(-40, 40));
go.transform.localScale = new Vector3(4, 4, 4);
go.GetComponent<Asteroid>().Size.Value = 4;
var asteroid = go.GetComponent<Asteroid>();
asteroid.Size = new NetworkVariable<int>(4);
float dx = Random.Range(-40, 40) / 10.0f;
float dy = Random.Range(-40, 40) / 10.0f;
float dir = Random.Range(-40, 40);
go.transform.rotation = Quaternion.Euler(0, 0, dir);
go.GetComponent<Rigidbody2D>().angularVelocity = dir;
go.GetComponent<Rigidbody2D>().velocity = new Vector2(dx, dy);
go.GetComponent<Asteroid>().asteroidPrefab = m_AsteroidPrefab;
go.GetComponent<NetworkObject>().Spawn( true); // TODO
var rigidbody2D = go.GetComponent<Rigidbody2D>();
rigidbody2D.angularVelocity = dir;
rigidbody2D.velocity = new Vector2(dx, dy);
asteroid.asteroidPrefab = m_AsteroidPrefab;
asteroid.NetworkObject.Spawn(true);
}
}

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@ -1,18 +1,18 @@
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@ -7,7 +7,7 @@
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@ -16,7 +16,7 @@
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},
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"depth": 1,
"source": "registry",
"dependencies": {
@ -25,7 +25,7 @@
"url": "https://packages.unity.com"
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@ -56,7 +56,7 @@
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@ -98,16 +98,16 @@
"url": "https://packages.unity.com"
},
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"com.unity.netcode.gameobjects": "1.4.0",
"com.unity.services.relay": "1.0.3"
"com.unity.netcode.gameobjects": "1.6.0",
"com.unity.services.relay": "1.0.5"
},
"hash": "0cd402eaea1969d4e9f894a5bc6c90432e12ab02"
"hash": "a93b8cee21c60b890838405bb629d245cfae30e6"
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"com.unity.multiplayer.tools": {
"version": "1.1.0",
@ -123,12 +123,12 @@
"url": "https://packages.unity.com"
},
"com.unity.netcode.gameobjects": {
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"com.unity.transport": "1.3.4"
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"url": "https://packages.unity.com"
},
@ -163,7 +163,7 @@
"url": "https://packages.unity.com"
},
"com.unity.render-pipelines.core": {
"version": "14.0.7",
"version": "14.0.8",
"depth": 1,
"source": "builtin",
"dependencies": {
@ -174,14 +174,14 @@
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"source": "builtin",
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"com.unity.burst": "1.8.4",
"com.unity.render-pipelines.core": "14.0.7",
"com.unity.shadergraph": "14.0.7"
"com.unity.render-pipelines.core": "14.0.8",
"com.unity.shadergraph": "14.0.8"
}
},
"com.unity.searcher": {
@ -192,19 +192,19 @@
"url": "https://packages.unity.com"
},
"com.unity.services.authentication": {
"version": "2.5.0",
"version": "2.7.2",
"depth": 2,
"source": "registry",
"dependencies": {
"com.unity.nuget.newtonsoft-json": "3.2.1",
"com.unity.services.core": "1.9.0",
"com.unity.services.core": "1.10.1",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.ugui": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.services.core": {
"version": "1.9.0",
"version": "1.11.0",
"depth": 2,
"source": "registry",
"dependencies": {
@ -215,7 +215,7 @@
"url": "https://packages.unity.com"
},
"com.unity.services.qos": {
"version": "1.2.0",
"version": "1.2.1",
"depth": 2,
"source": "registry",
"dependencies": {
@ -253,11 +253,11 @@
"url": "https://packages.unity.com"
},
"com.unity.shadergraph": {
"version": "14.0.7",
"version": "14.0.8",
"depth": 1,
"source": "builtin",
"dependencies": {
"com.unity.render-pipelines.core": "14.0.7",
"com.unity.render-pipelines.core": "14.0.8",
"com.unity.searcher": "4.9.2"
}
},
@ -282,7 +282,7 @@
"url": "https://packages.unity.com"
},
"com.unity.timeline": {
"version": "1.7.4",
"version": "1.7.5",
"depth": 0,
"source": "registry",
"dependencies": {

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@ -0,0 +1,17 @@
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@ -86,6 +86,7 @@ PlayerSettings:
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@ -125,6 +126,7 @@ PlayerSettings:
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@ -133,7 +135,7 @@ PlayerSettings:
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@ -160,6 +162,7 @@ PlayerSettings:
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@ -184,6 +187,8 @@ PlayerSettings:
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@ -231,8 +236,10 @@ PlayerSettings:
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VisionOSManualSigningProvisioningProfileType: 0
appleEnableAutomaticSigning: 0
iOSRequireARKit: 0
iOSAutomaticallyDetectAndAddCapabilities: 1
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Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2
XboxOne: UNITY_POST_PROCESSING_STACK_V2
@ -845,7 +853,6 @@ PlayerSettings:
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@ -16,6 +16,7 @@ GameObject:
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@ -41,7 +43,6 @@ Transform:
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@ -152,6 +153,7 @@ MonoBehaviour:
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@ -27,11 +27,19 @@ namespace Unity.Netcode.Samples
{
base.OnNetworkSpawn();
enabled = IsClient;
UpdateMaterial(default(IngredientType), m_Server.currentIngredientType.Value);
m_Server.currentIngredientType.OnValueChanged += UpdateMaterial;
}
void UpdateMaterial()
public override void OnNetworkDespawn()
{
switch (m_Server.currentIngredientType.Value)
m_Server.currentIngredientType.OnValueChanged -= UpdateMaterial;
}
void UpdateMaterial(IngredientType previousValue, IngredientType newValue)
{
switch (newValue)
{
case IngredientType.Blue:
m_ColorMesh.material = m_BlueMaterial;
@ -44,10 +52,5 @@ namespace Unity.Netcode.Samples
break;
}
}
protected void Update()
{
UpdateMaterial(); // this is not performant to be called every update, don't do this.
}
}
}

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@ -41,7 +41,7 @@ public class ClientPlayerMove : NetworkBehaviour
// these two components disabled, and will enable a CapsuleCollider. Per the CharacterController documentation:
// https://docs.unity3d.com/Manual/CharacterControllers.html, a Character controller can push rigidbody
// objects aside while moving but will not be accelerated by incoming collisions. This means that a primitive
// CapusleCollider must instead be used for ghost clients to simulate collisions between owning players and
// CapsuleCollider must instead be used for ghost clients to simulate collisions between owning players and
// ghost clients.
m_ThirdPersonController.enabled = false;
m_CapsuleCollider.enabled = false;

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@ -0,0 +1,26 @@
using System;
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class ServerIngredientPhysics : NetworkBehaviour
{
[SerializeField]
NetworkTransform m_NetworkTransform;
[SerializeField]
Rigidbody m_Rigidbody;
public override void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
{
SetPhysics(parentNetworkObject == null);
}
void SetPhysics(bool isEnabled)
{
m_Rigidbody.isKinematic = !isEnabled;
m_Rigidbody.interpolation = isEnabled ? RigidbodyInterpolation.Interpolate : RigidbodyInterpolation.None;
m_NetworkTransform.InLocalSpace = !isEnabled;
}
}

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@ -56,14 +56,10 @@ public class ServerPlayerMove : NetworkBehaviour
if (objectToPickup.TryGetComponent(out NetworkObject networkObject) && networkObject.TrySetParent(transform))
{
var pickUpObjectRigidbody = objectToPickup.GetComponent<Rigidbody>();
pickUpObjectRigidbody.isKinematic = true;
pickUpObjectRigidbody.interpolation = RigidbodyInterpolation.None;
objectToPickup.GetComponent<NetworkTransform>().InLocalSpace = true;
m_PickedUpObject = networkObject;
objectToPickup.transform.localPosition = m_LocalHeldPosition;
objectToPickup.GetComponent<ServerIngredient>().ingredientDespawned += IngredientDespawned;
isObjectPickedUp.Value = true;
m_PickedUpObject = objectToPickup;
}
}
@ -78,12 +74,9 @@ public class ServerPlayerMove : NetworkBehaviour
{
if (m_PickedUpObject != null)
{
m_PickedUpObject.GetComponent<ServerIngredient>().ingredientDespawned -= IngredientDespawned;
// can be null if enter drop zone while carrying
m_PickedUpObject.transform.parent = null;
var pickedUpObjectRigidbody = m_PickedUpObject.GetComponent<Rigidbody>();
pickedUpObjectRigidbody.isKinematic = false;
pickedUpObjectRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
m_PickedUpObject.GetComponent<NetworkTransform>().InLocalSpace = false;
m_PickedUpObject = null;
}

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m_AssetVersion: 2
m_OpaqueLayerMask:
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@ -1,18 +1,18 @@
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"com.unity.ide.visualstudio": "2.0.18",
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"com.unity.inputsystem": "1.5.1",
"com.unity.multiplayer.samples.coop": "https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#v2.2.0",
"com.unity.netcode.gameobjects": "1.4.0",
"com.unity.render-pipelines.universal": "14.0.7",
"com.unity.inputsystem": "1.7.0",
"com.unity.multiplayer.samples.coop": "https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#v2.3.0",
"com.unity.netcode.gameobjects": "1.6.0",
"com.unity.render-pipelines.universal": "14.0.8",
"com.unity.test-framework": "1.1.33",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.7.4",
"com.unity.timeline": "1.7.5",
"com.unity.ugui": "1.0.0",
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"com.unity.modules.ai": "1.0.0",

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@ -1,7 +1,7 @@
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@ -28,7 +28,7 @@
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@ -59,7 +59,7 @@
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@ -84,7 +84,7 @@
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@ -110,16 +110,16 @@
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# Change log
# Changelog
## [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)
### 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

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# Netcode for GameObjects Bitesize Samples
[![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)
[![LatestRelease](https://img.shields.io/badge/Latest%20%20Github%20Release:-v1.4.0-57b9d3.svg?logo=github&color=brightgreen)](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/releases/tag/v1.4.0)
<br><br>
This repository contains a collection of bitesize sample projects and games that showcase different techniques