* fix the no fire sound problem (#138)
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* changelog addition
---------
Co-authored-by: Zhanyu Feng <42690051+Alexander5421@users.noreply.github.com>
* ClientDriven updated to 2022.3.0f1 LTS
* DynamicAddressablesNetworkPrefabs updated to 2022.3.0f1 LTS
* Invaders updated to 2022.3.0f1 LTS
* Invaders: fixing a null ref on disconnect on client after host disconnects
* Invaders: URP files updated
* 2DSpaceShooter updated to 2022.3.0f1 LTS
* testing Yamato jobs on 2022.3
* changelog addition
* fixing Readme references to newest LTS version
* fixed some broken readme links, added in direct links to each sample from their respective readmes, updated project versions to new patch, and updated changelog
* Update CHANGELOG.md
* Update CHANGELOG.md
* updating changelog with pr number
* updated this web badge to have this patch release as latest release
* more link fixes
* made changelog descriptions more accurate
* Update README.md
* updated dynamic prefabs bundle version to 1.2.1
* Added this little bit to the readme to address one PR comment that was missed
* Update Basic/DynamicAddressablesNetworkPrefabs/README.md
* Update Basic/DynamicAddressablesNetworkPrefabs/README.md
* Readme updates
* more github readme updates
* in editor readme for dynamic prefabs--will update temporary image
* readme updates, comments addressed
* little readme updates with what to do in each scene for the other bitesize samples
* Update Basic/DynamicAddressablesNetworkPrefabs/README.md
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
* Update Basic/DynamicAddressablesNetworkPrefabs/README.md
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
* Update Basic/2DSpaceShooter/README.md
* readme updates
* version update to 1.2.0 and some tiny in project readme edits to bring them on par with the gihub ones
* updated readme image to match current UI
* okay updated again to this cuter version
---------
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
* edited, renamed, and modified the materials of the project prefabs
* renaming and changing the materials of the spawned prefabs. also put them in their own folder
* renamed the grey prefab to gray, moved the magenta one into the right folder, and added some scene prefabs to each scene so it looks nicer :)
* UI integrated to api playground
* fix to APIPlayground disconnects
* visibility check still runs on server, no need to check for visibility status on server
* removing debug log
* spawn with visibility use-case UI hooked up, cleanup
* spawn synchronously use-case UI integrated, cleanup
* load all prefabs use-case UI integrated
* connection approval use-case UI integrated
* preloading use-case UI integrated, cleanup of old UI class
* server buttons and callbacks removed
* fixed the client button to be centered
* fix for early denial on approval on max player count, cleanup
* removed unnecessary in RPC params for client confirmation
* PR feedback
---------
Co-authored-by: jilfranco-unity <jillian.franco@unity3d.com>
* A new branch for the UI work post project rename to avoid a ton of merge issues
* Added some methods to clean up all of the connections UI and their respective dictionaries
* added an implementation of two dynamic prefabs usage strategies
* Added brief readme
* Update Basic/DyanmicPrefabs/Assets/Scripts/01_Sparse loading with no latejoin/SparseLoadingNoLatejoinSample.cs
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
* Update Basic/DyanmicPrefabs/Assets/Scripts/01_Sparse loading with no latejoin/SparseLoadingNoLatejoinSample.cs
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
* slimmed down the package manifest
* swapped awake for async start, added more comments to help the user understand what's going on
* sparse loading now ensures clients ack the prefab load before spawning
* added server-side logic to not delay the spawn of a prefab that has already been preloaded on all peers
* formatting
* wip adding latejoin support
* fixing some exceptions
* sparse loading works with latejoins
* Added functionality for spawning prefabs and keeping them hidden with visibility system
* added a slightly better visual for prefab spawning
* added better ui for controlling the spawning
* spawn methods now require initial position and rotation
* naming adjustments and cleanup
* Apply suggestions from code review
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
* Update Basic/DyanmicPrefabs/README.md
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
* updated readmer
* delay for addressable loadings, fix for latejoiners during synchrnonous spawns
* added suggestions for further improvements
* editor update to 2021.3.15f1 & NGO 1.2.0
* refactored the custommessage usage to use NGO's DisconnectReason
* connection flow converted to a state machine
* comments
* disconnection logic on connected states & logging
* comments
* restructuring of scripts and scenes
* further restructuring WIP (previous methods working, outstanding is connection approval)
* dynamic prefab status utilities made into static class, reconnection re-integrated
* formatting and added a scripting define for artificial delay
* refactoring/comments of all use cases
* removing unnecessary async operation on already loaded prefab
* renaming cleanup, AddressableGUID dictionary lookups don't create allocations with IEqualityComparer
* parity of use case scene names and scripts
* addressing a few more PR comments
* a few more PR comments addressed
* more PR feedback addressed, AddressableGUIDCollection no longer necessary
* AppController didn't need to be NetworkBehaviour, comments
* fix on last commit for in-scene networkbehaviours on shutdown
* removing debug comment
* removing remarks that will go inside of readme
* more remarks added to the use cases
* grammar fix
* harmonizing visibility terminology in docs
* upgrade to 2021.3.18f1 LTS
* comment fix
* renamed project to DynamicAddressablesNetworkPrefabs
* comments
* renaming for shorter paths to have jobs succeed
---------
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* some UI background updates
* UI Update, backgrounds for the in game UI as well as matching the main menu UI to said backgrounds
* small update to the text color
* made in game tutorial text bigger
* re-enabled ui in scene
* Removed some in scene overrides
* update clientdriven sample to 2021.3.12f1
* third person controller assets added
* dependencies updated
* update to NGO 1.0.2
* integration of networked third person character avatar
* using NGO 1.1.0
* WIP 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
* renaming
* re-enabling footstep sound on ghost clients
* UI visual update, as well as renaming / deleting old files from the 2D space shooter
* more description on MTT usage
* re-added MotionSpeed functionality, any mapping can apply input (input disabled on out of focus devices)
* comment feedback
* 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
* Updated description of tutorial in the game UI
* Packages lock update and reserialization of a ui texture
* Made outline of words a bit darker to improve legibility against background
* Fixed up some broken style sheet refs and deleted the old unused font
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* Added different color options to the character shader
* Refactored the character shader, exposed player colors to the material inspector
* More refactoring/cleaning of player color shader
* Edited player materials to work with shader refactor
* Another refactor of the color shader
* Added color switching script
* Added the color changing script to the networked character's mesh
* Update Basic/ClientDriven/Assets/Scripts/ClientPlayerColor.cs
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
* Switch grading mode to HDR
Within the URP asset, the grading mode property within post-processing was set to a low dynamic range. I switched it to a high dynamic range to improve the precision and quality of the colour grading. Producing a nicer render.
* Changed post processing settings to account for HDR, also changed color space from gamma to linear
* a couple more tiny color edits to the pick up materials
Co-authored-by: jilfranco-unity <jillian.franco@unity3d.com>
* 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