* 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>
* 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
---------
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>
* 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
* 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>
* 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
* updated changelog
* updated readme change to correct PR number
* added that the whole repo's readme was updated
* added materials folder pr to dynamic prefabs section of changelog
* Update CHANGELOG.md
* changelog update
* updated changelog, added link for addressables
* updated this header to be more accurate
---------
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>