* 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)
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Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com>
* 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
* 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
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Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com>
* 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
* 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
* 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
* 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 72f91399c8.
* 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
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Co-authored-by: Paolo Abela <paolo.abela@unity3d.com>
* Upgraded NGO to 1.8.1 in manifest and readme.
* Changed ClientRpc and ServerRpc attributes to the new RpcAttribute
* Changed OnClientConnectedCallback registration to use the new OnConnectionEvent
* Changing spawn methods to use InstantiateAndSpawn
* Added changelog entry.
* Renamed Rpc methods properly.
* ConnectionEvent renaming to make it clear it is executed only on the server side
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Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* Optimize NetworkTransform so they do not interpolate and do not sync unecessary transform data
The server is not interpolating the ennemies position and given the game doesn't have any animation, not interpolating anything allows for the same movement feeling between clients and host.
* Further refine network transform optimizations.
* Updated changelog
* Reverting two manager prefabs that were changed inadvertently
---------
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* upgrade ngo to 1.8.1 and related rpc adjustments
* included OnConnectionEvent into GameUI.cs script
* adjusted scripts to address comments
* fixing PascalCase in Rpcs, removing empty Line and naming refactor
change version numbers in readme file
* remove redundant code in ColorManager
* using NetworkObject.InstantiateAndSpawn() where possible
* further clarifying InstantiateAndSpawn() issue
* changelog addition
* project readme fixed with NGO version bump
* Upgraded project to use Unity 2022.3.27f1 - [MTT-8505]
* Adding one automatic package upgrade that was missed when opening with the new LTS for the first time.
* Added upgrade entry to the changelog.
* fixed some more comment typos and resolved todo in shipcontrol.cs plus comments in bullet.cs scripts
* adding a local pool for explosion spawning, adding comment for buff reset
* removing unneeded lines and reformatting
* deleted unneeded library reference
* trying to implement built-in pooling class into new script
* feat: added pooling system for explosion particles of bullet by using built-in pooling component
* fix: cleanup of bullet and exlosionsPool script and creating of pool instances, CHANGELOG addition
* deleted former custom object pool script as it is unused now
* adjusted CHANGELOG