Граф коммитов

11 Коммитов

Автор SHA1 Сообщение Дата
Paolo Abela 0ec575c152
release: v1.7.0 [MTT-9035] (#213)
* Dgs/unity 6 update (#181)

* 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

---------

Co-authored-by: Paolo Abela <paolo.abela@unity3d.com>

* chore: (Dedicated game server) updated version badge in README

* Deprecation of "Invaders" sample (#186)

* 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

* Feat: Multiplayer Use Cases UI toolkit implementation [MTT-7497] (#184)

* 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

* mtt-8638-Separate-PR-Triggers-per-project (#195)

* copy all changes to new branch

* changing name of shared triggers

* feat: Distributed Authority Sample initial project setup with scene & folder structure [MTT-8913] (#198)

* initial project commit

* Added: proposed folder structure from TDD

* consolidating settings folders

* adding ignored temp script for testing connection

---------

Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com>

* feat: DistributedAuthoritySample Netcode for GameObjects & Multiplayer SDK package upgrade, scripting fix, editor upgrade (#203)

NGO & Multiplayer SDK package upgrade, scripting fix, editor upgrade

* feat: DedicatedGameServer sample upgraded to Netcode for GameObjects v1.8.1 API [MTT-8502] (#182)

DedicatedGameServer updated to NGO v1.8.1 API

* feat: Distributed Authority Sample player locomotion [MTT-8898] (#200)

* initial project commit

* Added: proposed folder structure from TDD

* consolidating settings folders

* adding ignored temp script for testing connection

* importing asteroids base classes & locomotion controller wip

* reworked drag, inheriting from baseobject movement

* cleanup, avatar set with AvatarTransform

* distinguishing spawmed players with name in hierarchy

* moving AvatarTransformEditor to own Editor subdirectory class, cleanup

* formatting changes

---------

Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com>

* chore: updated README to provide a clear path to the onboarding resources in case a user closed the Tutorial window [skip ci]

* feat: distributed authority sample - adding assembly definitions [MTT-8945] (#207)

* asmdefs generated with dependencies mapped

* one unnecessary dependency removed

* renaming asmdefs & adding input assemblyinfo

* adding explicitly inputsystem to player assembly

* Usecases design feedback for out-of-experimental release (MTT-7498) (#209)

* 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

* [MTT-8878] [MTT-8909] Feat: Distributed Authority sample Blockout + VFX (#206)


* 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

---------

Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com>

* feat: Distributed Authority Sample Avatar interactions (pick up & throw) [MTT-8905] [MTT-8884] (#208)

* 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

* [MTT-8908] Feat: Adding PigChef character and necessary animations (#205)

* 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)

---------

Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com>

* chore: moved "MultiplayerUseCases" sample to the "basic" folder, and updated path in CI scripts

* chore: updated changelogs with 1.7.0 release notes
chore: updated README accoridng to the changes to Multiplayer Use Cases and Invaders

---------

Co-authored-by: Paolo Abela <paolo.abela@unity3d.com>
Co-authored-by: Elfi0Kuhndorf <93766359+Elfi0Kuhndorf@users.noreply.github.com>
Co-authored-by: harshala-rajesh <104168202+harshala-rajesh@users.noreply.github.com>
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com>
Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com>
Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com>
2024-08-29 19:44:51 +01:00
Fernando Cortez 42e23b8fba merge develop 2024-03-22 15:08:47 -04:00
Paolo Abela 56154f106d
Added Dedicated Game Server Sample (experimental) (#160)
* feat: dgs core [MTT-6058] (#1)

* Creating base project based on NGO template

* feat: adding dedicated server package to DGS sample [MTT-6834] (#2)

* Adding dedicated server package

* enabling content selection and stripping rendering, UI, and Audio components on servers

* using multiplayer role instead of configuration to define if server or client

* Adding scene bootstrapper from Boss Room

* Adding multiplayerRoleRestricted attribute to relevant scripts

* updating to MPPM 0.5.0

* refactored game application and gamestate to isolate client and server code

* Adding min number of players to config and using max from config

* Shutting down the server after game ends or all clients disconnect

* setting vsync count to 0 on servers

* setting multiplayer role when building via BuildProcessor.cs

* updating project editor version to 2023.3.0a7

* Updating CLIArgParser to use CLI Arguments from DedicatedServer

* removing port and server ip from config file

* Adding default config to additional build files

* enabling dedicated server build optimizations in player settings

* feature: adding DGS sample to CI [MTT-7459] (#3)

* split the pr trigger and build jobs in separate files

* moving test-editors as fields under each project, and adding the dgs sample to projects

* adding tests to CI

* renaming project to remove spaces in name

* Adding support to build Linux/Mac/Windows clients and servers through menus

* feat: player character and base level design [MTT-6059][MTT-7372][MTT-6063] (#5)

* adding com.unity.multiplayer.samples.coop package

* Adding third person starter assets

* adding back animation module and updating assembly dependencies

* adding starter assets asmdef

* creating player character

* creating environment

* cleaning up UI and adding quit button

* adding menu toggle action

* cleaning up disconnect flow

* setting builds to windowed mode

* Adding game menu

* displaying number of connected players

* feat: DGS Sample AI characters [MTT-6062] (#6)

* creating basic AI character patrolling between points

* using NetcodeHooks class for spawn and despawn hooks

* extracting character geometry and skeleton to prefabs

* replacing network variable with rpc

* updating mac image to more recent one

* feature: add readme to DGS sample (#7)

* creating readme file

* adding UGS setup instructions

* syntax fixes and adding links to package docs

* Apply suggestions from code review

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>

* add details for how to use MPPM

* clarifying local multiplayer flow

* removing doc link to page that doesnt exist yet

* clarifying how to use autoconnect mode

* Apply suggestions from code review

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>

* adding link to doc for port forwarding

* Apply suggestions from code review

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>

* Apply suggestions from code review

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>
Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com>

* [Documentation] Removed useless section

* [Documentation] Applied feedback from PR

* Update Experimental/DedicatedGameServer/README.md

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>

* Apply suggestions from code review

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>

* chore: updated readme with suggestions

* Update Experimental/DedicatedGameServer/README.md

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>

* Update Experimental/DedicatedGameServer/README.md

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>

* chore: Fixed typos

---------

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>
Co-authored-by: Paolo Abela <paolo.abela@unity3d.com>
Co-authored-by: Paolo Abela <rikudefuffs@gmail.com>

* Project version upgrade + mini fix [MTT-7789] (#10)

* chore: updated project version to alpha 17

* chore: Updated multiplayer packages

* chore: reserealized proejct settings

* fix: stripped AICharacter animator component from server instances

* chore: disabled default network prefabs generation [skip ci]

* feat: removed Bootstrapper tool [MTT-7632] (#11)

* feat: removed Bootstrapper tool and used serialized fields instead [MTT-7632]

* fix: fixed faulty initialization due to race conditions

* chore: added comments and error logs

* Doors integration [MTT-6061] (#12)

* importing door scripts, models and animations from boss room

* adding doors to environment

* changing match duration to 5 minutes

* feat: Added logic that allows doors to be opened if at least one player is nearby, and to display the related UI on clients
chore: removed FloorSwitch assets

* feat: players can now be detected by doors when they collide

* feat: added "OpenDoor" input detection

* feat: doors open when a player asks them to do so

---------

Co-authored-by: LPLafontaineB <louisphilippe.lb@unity3d.com>

* chore: updated multiplayer packages to solve UGS integration issues

* DGS door UI (#13)

* feat: Added predicted and reconciled UI for InteractiveDoor

* fix: fixed scaling of door interaction UI

* chore: updated CI windows image

---------

Co-authored-by: Paolo Abela <rikudefuffs@gmail.com>

* DGS readme corrections [MTT-7869] (#14)

* chore: updated README

* chore: Apply suggestions from code review

Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>

---------

Co-authored-by: Paolo Abela <rikudefuffs@gmail.com>
Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>

* Feature: Dedicated Game Server Sample Art Pass [MTT-7403] (#8)

* URP settings updates: deleted 2D version and replaced with 3D version

* added colors and landmarks to the enviro, reorganized enviro prefab

* updated UI with stylesheet from other samples

* Added character color shader

* updated player colors

* Color updates and the addition of player icons

* Reorg of environment prefab, reimplementation of character numbers

* deletion of unneeded assets

* removed debugging method

* adjusted URP asset to minimize shadow artifacts

* environment tweaks

* slightly update door UI

* moved a pillar to be in desired position

* chore: Updated NGO to 1.8.0 to match the version ran in the CI

* deleted unused script

* made unnecessarily public class internal, also cleaned out some redundant code

---------

Co-authored-by: Paolo Abela <paolo.abela@unity3d.com>

* [DGS] Unneded systems strip [MTT-8054] (#15)

* chore: added missing newline to readme

* chore: optimization. stripped out all default rendering, UI and audio components

* Fixed incorrect CI settings (#16)

* chore: fixed CI tests not running properly

* chore: (CI) updated Windows image and added specific editor version

* chore: (CI) updated mac image

* chore: updated dedicated server and multiplayer play mode packages to 1.0.0 (#18)

* chore: updated documentation links

* chore: removed unneeded folders

* chore: added instructions related to how to change the amount of players in a section [skip ci]

---------

Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com>
Co-authored-by: Vic Cooper <vic.cooper@unity3d.com>
Co-authored-by: Paolo Abela <paolo.abela@unity3d.com>
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
Co-authored-by: Jil Franco <jillian.franco@unity3d.com>
2024-03-22 12:05:57 +00:00
Fernando Cortez 66e05ca1c0
feat: dotnet standards tests + formatting pass on samples [MTT-5183] (#156)
* standards job added per sample project

* indentation

* descriptive job name per project

* relative path to projects

* editorconfig added

* actual netcode standards csproj file

* removing test job, paths sorted

* Invaders formatted

* 2DSpaceShooter formatted

* ClientDriven formatted

* DynamicAddressablesNetworkPrefabs formatted

* MultiplayerUseCases formatted

* changelog addition

* test: update editorconfig

* line separators change

* file in Addressables project formatted

* formatted straggler scripts in invaders
2024-03-14 13:24:11 -04:00
Paolo Abela bcb62ec6f4
Sample: API diorama (#71)
* [Project] ParrelSync's cloens are gitignored

* [Feature] Added an example scene with basic character controller and connection functionality
[Project] Added TextMeshPro's assets

* [Optimization] Marked environemnt objects as static, moved them to another layer which doesn't self-collide

* [Feature] Added a script to manage and change the color of a ColoredCube using NetworkVariables and RPCs
[Project] Added ColoredCube prefab
[Project] Grouped assets specific to this scene under a specific folder

* [Refactoring] Code cleanup

* [Project] Added SpriteEditor package

* [UI] Added a SpeechBubble to the objects in the scene to better explain what they do

* [Feature] Cubes speech bubbles only appear when the local player is close enough to them

* [Project] Removed unneeded packages and added URP package

* [Project] Converted materials to URP

* [VFX] Added Post processing

* [Documentation] (API Diorama) Added README

* [UI] (API Diorama) The color of the button representing the selected network mode (Host/Client/Server) changes when a network mode is selected

* [UI] (API Diorama) (no patch) Improved polishing of the buttons used to start the Networked session
[UI] Added a game UI that explains the controls

* [Tutorial] (API Diorama) Added Welcome Dialog
[Project] (API Diorama) Added In-editor tutorial packages

* [Tutorial] (API Diorama) Added external links to the table of content
[Tutorial] (WIP) (API Diorama) Added first steps of tutorial 1
[UX] (API Diorama) Unlocked mouse while a player character is in the scene

* [Bugfix] (no patch) (API Diorama) Removed duplicated audio listener

* [Bugfix] (no patch) (API Diorama) Fixed player not reacting to input

* [UI] (no patch) (API Diorama) Moved Color Manager script higher in the ColoredCube's inspector for visibility

* [Tutorial] (API Diorama) Added a tutorial about NetworkVariables and RPCs

* [Project] Fixed player prefab's layer

* [Project] Classes cleanup

* [Project] Added UnitySceneReference package

* [Feature] Added a screen selection scene
[Project] Renamed existing scenes to match their purpose

* [Project] Updated executable name and default resolution

* [System] Elements of the screen selection can now have images

* [Project] Added representative image for the "NetworkVariable Vs RPC" scene

* [Tutorial] Selecting "i'll explore on my own" in the welcome dialog will open the diorama selection scene

* [Project] Added documentation

* [CI] Added Pull request template

* [Tutorial] (no patch) Added Github issues link to the table of content

* [Tutorial] (no patch) Mentioned ParrelSync at the end of the tutorial

* [Project] Updated NGO to 1.2.0

* [Project] Removed custom implementation fo ClientNetworkAnimator to use the one from BossRoom instead

* [Bugfix] (no patch) Fixed wrong layers of scene objects that caused players to interact weirdly with them

* [Bugfix] (no patch) Fixed OnServerChangeColorServerRpc being invokable only by the host

* [Refactoring] Removed dead code

* [Project] (no patch) Moved pull request template to the root of the repository

* [Project] Changed the structure of the project to make it easier to find Diorama scenes

* [Project] Moved reusable assets and APIs to the common folder

* [Project] Added boilerplate scene for "NetworkVariables" example

* [Feature] Added custom data types synchronization example to the NetworkVariables example scene

* [Tutorials] (API Diorama) Grouped tutorial in a specific category of the Table Of Content
[Tutorial] (API Diorama) Added a tutorial about NetworkVariables and RPCs

* [Project] Removed unneeded prefab

* [Feature] (API Diorama) Added a new scene to display the usage of RPCs
[Project] (API Diorama) Moved SpeechBubble prefab and scripts to the Common folder
[project] Updated build settings to include the new scene

* [Tutorials] (API Diorama) Fixed typo

* [Tutorials] (API Diorama) Completion Dialogs no longer self-close after an option that opens an external link is selected
[Tutorials] (API Diorama) Added tutorial for RPCs scene

* [UI] (API Diorama) Added a "Disconnect" button
[System] Handled disconnection case in script behaviours

* [Change] Used non-swear words as swear words
[Change] Changed usernames

* [Bugfix] Fixed NetworkObjects not being despawned upon server disconnection

* [Bugfix] Fixed missing status checks in server-managed networked classes

* [Refactoring] Fixed typo

* [UI] Improved clarity of instructions in the UI
[UI] Fixed UI scaling issues at different resolutions

* [UI] Added a "Quit scene" button to go back to the Selection screen from any scene while playing

* [Bugfix] (API Diorama) Fixed multiple NetworkManager staying around when switching between scenes after a disconnection

* [Bugfix] (API Diorama) Fixed ptotential NullReferenceException when disconnecting

* [Tutorial] Improved clarity around why selecting the Host mode is what the tutorials recommend [skip ci]

* [UI] Added a "server-only" overlay for when a the scenes are running in server-only mode

* [Refactoring] Removed dead code

* [Refactoring] Renamed ChatManager to MoodManager so that users don't think that we're suggesting a production-ready implementation of a Chat
[Project] Moved PositionOffsetKeeper to an utils folder

* [Tutorial] Fixed typo

Co-authored-by: LPLafontaineB <louisphilippe.lb@unity.com>

* [UI] Added more information in the server-only overlay

* [Refatoring] Removed dead code

* [Project] Grouped common scene objects under an "Environment" prefab

* [Project] Added an editor-only scene light in the selection screen to avoid light artifacts when switching scenes

* [Project] Moved animations to common folder

* [Projcet] (API Diorama) Added ProximityChecks Diorama Scene (WIP)

* [Project] (Diorama) Added Proximity Checks Diorama to the Selection Screen and build settings

* [UI] (no patch) (Diorama) Added a dynamic visual indicator of Proximity range in the ProximityChecks scene

* [System] (Diorama) Made NetvarVsRPC scene character-free

* [Project] Enabled connetion approval in RPC scene to allow custom spawn logic
[Project] Added barebone Player prefab to RPC scene
[Tutorial] Updated RPC tutorial
[Feature] Players in RPC scene spawn at random positions to not overlap

* [Tutorial] Added tutorial for proximity checks and local interactions

* [Tutorial] Copy adjustements + Added highlighting to relevant scripts in project browser

* Update Basic/APIDiorama/Assets/Common/Scripts/DioramaUtilities.cs

Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>

* Update Basic/APIDiorama/Assets/UseCaseSamples/NetworkVariables/Scripts/CharacterManager.cs

Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>

* Update Basic/APIDiorama/Assets/UseCaseSamples/ProximityChecks/Scripts/ProximityChecker.cs

Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>

* [Project] Removed unnecessary files and dependencies

* [Project] Removed unneeded files [skip ci]

* [Refactoring] Minor refactorings, removed unneeded files

* [System] Added examples about using ProximityChecker events instead of polling

* [Refactoring] Removed unnecessary code for GameUI's initialization

* [Project] asmdef references are now by name instead of GUID

* [Refactoring] Improved PlayerSpawnManager example

* [Project] Updated readme

* [Project] Fixed typos

* [Refactoring] Displayed usage of NetworkManager.Singleton.LocalClient.PlayerObject in ProximityChecker to double down on netcode-specific learnings

* [Project] Removed "devlocker.utils.scenereference" package

* [Project] Added more in-code explanations.

* [Bugfix] Updated scene names in SelectionScreen

* [Project] Removed dead references

* [Project] Fixed typo

* [Project] Removed Third Party Notice [skip ci]

* [Project] Updated PR template [skip ci]

* [Refactoring] Added customized namespaces to each diorama

* [Project] Added third party notices for ParrelSync

* Added basic project tests (#115)

* [CI] Added tests to ensure no broken assets or scene references are shipped

* [CI] Added APIDiorama to CI

* Feature: Art Pass [MTT-5907] (#133)

* first pass of art pass
* ui and material color tweaks and button outline implementation
* updated spawned obj color
* fixed lighting in this scene
* background color lighted slightly
* updated welcome dialog art
* updated tutorial thumbnail images
* scene and tutorial thumbnail image updates
* updated rpc and netvar vs rpc images per comments
* updated texture type
* updated the images to be a little be more polished and also updated image types

* (Api diorama) Updated to latest LTS and NGO (#MTT-6884) (#137)

[Project] Updated to latest 2022 LTS
[Tutorial] Enabled tutorial welcome dialog at startup

Co-authored-by: Paolo Abela <paolo.abela@unity3d.com>

* Renamed "Api diorama" into "Multiplayer Use Cases" (#MTT-6885) (#141)

* [Refactoring] Renamed to "MultiplayerUseCase" all code-related references to "APIDiorama"

* [Project] Renamed "APIDiorama" folder into "Multiplayer Use Cases"
[Tutorial] Fixed Scritps not being highlighted properly in the inspector during tutorials

* [Documentation] minor fix

* [Project] Enabled IET welcome dialog at first startup

---------

Co-authored-by: Paolo Abela <paolo.abela@unity3d.com>

* [CI] Updated CI script to reference 2022 LTS and the renamed project

* [Project] Moved "Multiplayer Use Cases" sample to the Experimental folder

* [Project] Updated readme

* [CI] Fixed path of Multiplayer Use Cases sample in project.metafile

* Update Experimental/MultiplayerUseCases/Packages/manifest.json

Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>

* [Project] Updated packages

---------

Co-authored-by: LPLafontaineB <louisphilippe.lb@unity.com>
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
Co-authored-by: Jil Franco <89089503+jilfranco-unity@users.noreply.github.com>
Co-authored-by: Paolo Abela <paolo.abela@unity3d.com>
2023-10-02 14:21:48 -04:00
Fernando Cortez 426ded5040
feat: upgrade bitesize samples to 2022.3.0f1 LTS [MTT-5644] (#124)
* 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
2023-06-07 16:23:51 -04:00
Fernando Cortez 6b84ce4f5e
feat: adding dynamic prefabs to yamato (#100)
* adding DynamicAddressablesNetworkPrefabs to yamato

* fixed blocking yamato issue (implementation of name fetching that works outside editor)
2023-02-16 20:06:14 -05:00
Fernando Cortez 6ac6b8a0f4
feat: adding ClientDriven to project metafile for yamato testing (#88)
adding clientdriven to project metafile
2022-12-16 16:14:03 -05:00
Jil Franco 15ec619a6a
Feat: Art Pass for 2D Space Shooter Sample (#47)
* target 1.0.0 version (#41)

* Update PlayerControl.cs

Fixed unsubscribing of OnScoreChanged callback

* first pass at new art implementation!

* Some more updates, skeleton of a new UI mockup (though I'll probably switch to UI Toolkit instead)

* Upgrade to URP, more art assets added in, small edits to ship.cs to make colors work again, as well as minor edits to spawn script to include new blcok obstacle variants

* Bump to 2021.3.2f1, as well as updating all the materials / consolidating shaders with URP bump

* Updated ship color logic to be networked

* Visual iteration of the block obstacles, as well as edits to the spawn script to implement new block types, edits to the ship control script to make ship colors sync over the network, and simplified shaders / materials

* Empty commit to rerun tests

* Bumping version of yamato project file to 2021.3 to fix the issue of builds failing

* Deleted unneeded plugins folder, replaced explosion sound with one from boss room, deleted some extra audio sources on the explosion prefab, moved autio listener from ship prefab and added it to a child game object of the camera

* Addressed some comments from the PR about unneeded comments and an extra call of HandleBuffColors()

* Addressed some more issues with naming conventions (and rehooked in some serialized fields). Code could use a formatting pass in general, but should probably be done in another PR since this one is already quite dense.

* Edited some variable names to follow correct naming convention

Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com>
Co-authored-by: alik-kpi <alik.kpi@gmail.com>
Co-authored-by: Cosmin <38663153+Cosmin-B@users.noreply.github.com>
2022-06-09 14:01:55 -04:00
Luke Stampfli 36ab21660b
chore: Add external ngo develop branch triggers (#42) 2021-11-10 13:43:30 +00:00
Luke Stampfli b1dd785a8f
chore: yamato (#26)
* Add Yamato CI which verifies that all bitesize samples still compile and build for Windows and MacOS
2021-08-18 10:18:46 +01:00