* first cleanup
* undo project settings
* empty folder removal
* new input system is default
---------
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* Renamed subgraphs lightmap property to get rid of naming warnings
* Merge branch 'develop' into feat/distributed-authority-sample/fix-warnings
---------
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* Adding prefab variants for SessionOwnerPrefabs so new pot and chest groups can be added easily, modifying Hub scene with new prefabs
and adding gizmo to spawner script for visibility of positions
* update to scene, adding more box and pot groups
* Added new texture for StoneArch, changed Spawnposition for players
* Adding prefab for spawn points and better texture for stone arch
* Fixing the references in spawner, readding spawn points to scene and removing duplicated gizmo code in SessionOwnerNetworkObjectSpawner.cs
* Cleanup: renaming prefabs and adjusting positions
* Replacing old EntranceArch and adding it to Rocks_Town_Portal_Cl prefab, adding material for it
* Adding new Chest rubble prefab, adjusting NetworkPrefabs accordingly, cleanup and renaming of StoneArch texture
* small adjustments: saving prefab overrides, changing pot material and increasing destruction value of pot
* Adding + fixing colliders and additional spawn points
* reset ObjectSpawnPoints prefab position to 0
* caching interactable collider
* using layers to improve held item vs world collisions
* adding the layer and physics matrix change
* readability pass over script
* fixes to player name, session reconnection, input actions being disabled, and mouse is unlocked
* using authentication playername API, sanitize player name field
* moving events around, names displayed, disconnect flow working
* fix: make sure ui is hidden on start
* upgrade to NGO v2.1.1
* sign in to authentication invoked on joining a sesion, player name fetched from authentication, removal of UGUI, abstract classes made static
* fix: remove imports and duplicated USS usages to avoid Import warning
* removing missing component on pigchef prefab
---------
Co-authored-by: Robert Hammerle <robert.hammerle@unity3d.com>
* WIP: modifying rubble assets and adding new ones, starting to add and modify existing scripts for destruction logic
* WIP: local vfx and rubble spawn works, now trying to integrate netcode functionality
* WIP: enabling the chest prefab again after some time
* change activation and deactivation functionality from rubble and chest
change activation from renderer and collider instead of deactivating whole gameObject
* Adding carryable_chest prefab to networkedObjects, adjusting scripts to allow spawn and despawn functionality over network
* merging functionality of respawn into one script, enabling logic for pottery prefab as well
* Add: implementing pooling for destruction vfx
Fix: reimport destruction crate as it was broken
* WIP: after respawn bringing object back to initial spawn position, trying to debug rubble spawn on other clients
* Add: Destructionbehaviour added to DestructibleObject.cs, still not fully functional
adjusted prefabs to enable behavior, cleanup on VFXPoll script
* Add: gizmo for SessionOwnerNetworkObjectSpawner, added more destructibles to the scene and made prefab for it, added script to VFX instances for destruction logic and adjusted (WIP)
* Fix: destruction logic working, deleted unneeded scripts
* Fix: some assets and reestablishing state before update from develop
* Fix: Adding rubble to networkprefabs
* Fix: readding chest to NetworkObjectSpawners and adding it to NetworkPrefabs
* destructible despawns regardless of owner change, vfx prefab despawns after duration, tools upgrade
* vfx pool from asteroids, tick-based despawn/respawn logic
* removing debug testing
* update to NGO develop-2.0.0, non-rigidbody contacts included, spawn intangibility
* edge case for picking up a despawned object
* culling out interactions between non-rigidbodies & non-authority instances
* fixing guids broken in a merge, & prefabs referencing broken guid
* not destroying crate with owner
* cleanup of some Effects scripts
---------
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* Add: initial import of uitk Main Menui UI, some first modifications to remove unneded uxmls and getting familiar
remember: have to clean up unneeded icons etc. after finished design
* Add: new background picture for main menu, adjusting colors and layout
* Added: padding, adjusted alignments
* Add: chop chops main menu background and related assets
* Add: gray semitransparent background for main menu and font adjustments
* Fix: remove missing scripts and add right meshes to prefabs
* Fix: Adjusting ServiceHelper.cs and HomeScreenView.cs to allow for connection functionality with new scripts, also adding info text and adjusting highlight functionality as well as some formatting within HomeScreen
* Fix: removing colliders in main menu scene, making assets visible in ChefsHut_CL
* Cleanup of unneeded assets (slight variation of existing prefabs deleted) and replacement of them in main menu
* Cleanup: removing unneeded assets (textures and prefabs)
* Deleted: unneeded house and ground assets
* Fix: script cleanups
* Adjusted look of main title and added todo for pickup UI as orientation in code
* prefabs updates such that main menu is collider-free
* creating assemblies for services & UI
---------
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* Add: colliderless variants for stone and tree prefabs, removing colliders on left side of map and adding them back on right side of map
* Add: Adding sunset skybox to scene
* Fix: added collider mesh and layer to prefabs to fix collision
* WIP adding and modifying Chop chops camera system
* WIP started creating custom camera system as alternative
* removed own camera system and added plus modified boss rooms camera system (WIP)
* Fixed: CameraControl script and included chop chops camera system methods and CinemachineFreeLook settings
* Avatar prefab and scene changes
* fixed: jittering of camera and that movement direction stays correct after rotating with camera
* Removed: cleanup of unneeded assets
* fixing CameraControl, AvatarTransform, AvatarPrefab and Hubscene after merging develop in
* temporarily: adding projectID
* Revert "temporarily: adding projectID"
This reverts commit bde905f1ef.
* Upgrade to CM3, fix jitter
* Use interpolation to fix jitter
* Apply Orbit changes to CMCameraPrefab
* Simplifying camera script (using action inputs directly) and changing to player folder, inject avatartransform assign for camera directly in avatartransform
* Adjust scripts to make camera work with new collisions and controller changes
* Fix: disabling interpolation on Avatar prefab to fix jittering of moved objects and reformat avatarTransform
* Addressed feedback, making functions internal instead of public and accessing as well as utilizing its transform instead of complete AvatarTransform component
also set speedMultiplier of Main camera to 3 because it feels nicer
* stylistic fixes and code cleanup
* adjusting CMCamera prefab due to using new avatar model (different character height)
* removed old unused MainCamera
* fixing namings
* remove generate wrapper in Avatar Input Actions
* remove unneeded line
* Increase damping and height of lowest orbit to reduce jittering
* Changing scene and height values
* adjust camera position in hubscene
* Fix: Adjusting avatar and camera starting transforms to start camera view overground
* Adjusting spawning locations in code and CMCameraPrefab
---------
Co-authored-by: Gregory Labute <gregoryl@unity3d.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
* destructible object created, physics scripts imported
* phyics base classes refactor & damage dealt to DestructibleObject
* adding SO for player movement
* prefabs updated post-merge, debug log removed
* creating AvatarAnimator to integrate locomotion animations, Market scene loaded
* WIP - animations invoked for pickup, drop, throw
* sending sprint input to animator
* hand bone position updated on all instances, handling despawn & ownership change events
* 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
* destructible object created, physics scripts imported
* phyics base classes refactor & damage dealt to DestructibleObject
* adding SO for player movement
* prefabs updated post-merge, debug log removed
* creating AvatarAnimator to integrate locomotion animations, Market scene loaded
* sending sprint input to animator
* 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>
* 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
---------
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: 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>
* 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