* chore: upgraded project to Unity 6000.0.22f1, and packages to the latest versions
* fix: fixed tutorial referring to the components of an object different than the one selected during that tutorial step, resulting in hard-to-follow instructions
* chore: updated changelog and badges icons
* chore: updated to Unity 6 LTS, fixed typos
* chore: updated project's version in CI
* chore: Multiplayer Play Mode window is now interactable on the last page of all tutorials
chore: The last page of the "Data/Event Synchronization tutorial" redirects to the "Proximity Checks" tutorial
* feat: all inputs in various scenes are handled through the new Unity Input System
* chore: removed runtime network stats monitor from the only scene that had it
* chore: added input actions default reference to Input settings
* chore: fixed RNSM being visible by defalt in a scene
* chore: put MPPM as a first workflow option in the last page of each tutorial
* chore: updated editor version to use in CI for testing the Multiplayer Use Cases sample
* chore: updated project to Unity 6 and imported TextMeshPro essentials
* chore: removed deprecated visual studio code package
chore: updated multiplayer tools package to 2.2.0, and Tutorial framework package to 4.0.1
* chore: disabled compatibility mode for RenderGraph, as it's going to be deprecated and throws warnings
* chore: removed ParrelSync package (and all its mentions) in favor of Multiplayer Play Mode
fix: fixed "Build Profile" window not beng clickable during the last page of each tutorial, in which users were hinted to make build
* chore: removed vsconfig file
* fix: fixed play button no longer being highlighted in tutorials, due to changes to the UI in Unity 6
* fix: removed uusage of USS classes to detect the "Play" mode button
* 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
* 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
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Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* 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
* upgrade to Netcode for GameObjects v1.8.1, centralizing position changes client-side to one class
* redundant cast to NetworkObject removed, summary fix
* starting position set to origin once past all spawn points
* Rpcs converted to Universal Rpcs
* changelog addition
* more context on pattern change
* renaming of auto-gen method
* added object spawner game objects for startup instead of in-scene place objects
there to copy behavior in Boss Room and to keep it consistent between different clients including late joiners
* adding NetworkObjectSpawner.cs script
* implemented spawning logic into an OnServerStarted event
* addressed feedback including namepace, OnDestroy method and null check
* added prefab variants and added summary to NetworkObjectSpawner
* update for CHANGELOG
* adding NetworkManager.Singleton to functions and changing to var
* removed unnecessary lines, adjusted debug.assert and adjusted tags within the scene
* fix the no fire sound problem (#138)
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* changelog addition
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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