Граф коммитов

309 Коммитов

Автор SHA1 Сообщение Дата
Fernando Cortez 022594f453
Merge pull request #254 from Unity-Technologies/release/v1.9.0
release: v1.9.0
2024-10-31 20:32:39 -04:00
Fernando Cortez 926f547385 removing release number in readme 2024-10-31 20:28:38 -04:00
Fernando Cortez b2e6279dbe removing wip 2024-10-31 18:45:59 -04:00
Fernando Cortez 806baa8698 re-adding ignored iet setting 2024-10-31 18:31:41 -04:00
Fernando Cortez 791b675a83 project path name change in yamato 2024-10-31 18:16:42 -04:00
Fernando Cortez b2803f5341 moving Social Hub to Basic directory, readme updates, changelog updated 2024-10-31 18:06:56 -04:00
Fernando Cortez d252adc9e3
feat: Distributed Authority Sample - README [MTT-9181] (#246)
* initial readme import + intro

* first pass

* adding welcome dialog, readme update

* adding ignored iet settings json
2024-10-31 17:34:17 -04:00
Fernando Cortez 30e02e0102 Merge branch 'main' into develop 2024-10-31 16:52:39 -04:00
Elfi0Kuhndorf dcd18530a6
[MTT-9073] Distributed Authority Sample - Project Cleanup (#253)
* first cleanup

* undo project settings

* empty folder removal

* new input system is default

---------

Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
2024-10-31 15:09:47 -04:00
Fernando Cortez 59ca3a0a23
feat: Distributed Authority Sample - 6000.0.24f1 LTS upgrade, MPPM upgraded (#252)
* 6000.0.24f1 LTS upgrade, MPPM upgraded

* upgrading editor testing version
2024-10-31 10:27:30 -04:00
Fernando Cortez 2c7dcf5ab1
fix: Distributed Authority Sample - animation transition from throwing to drop [MTTB-543] (#251)
* enabling transition from pre-throw animation to drop

* edge case of destruction while thrown/dropped

* check for default state to pickup
2024-10-31 09:26:55 -04:00
Elfi0Kuhndorf d40f311292
[MTT-9236] Fix shader warnings through renaming (#245)
* 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>
2024-10-30 14:23:39 -04:00
Fernando Cortez cfcda766d8
fix: Distributed Authority Sample - listening to session exited callback to return to main menu [MTTB-551] (#248)
* listening to session exited callback to return to main menu

* leave session when transport fails
2024-10-30 14:18:09 -04:00
hammerlerobi 2b9db6c32d
[DistributedAuthoritySample] MTTB-548 Hide Player Names if they are behind the camera. (#249)
fix: move NameTags out of View if they are ScreenPoint is behind camera
2024-10-30 11:45:58 +01:00
Elfi0Kuhndorf 1f7d1b34b9
[MTT-9228] Fix: Water Shaders appearing in builds for Distributed Authority Sample (#247)
* Fix: include water_rivers and water_sea into always included shader list so they get displayed in builds
2024-10-30 17:12:34 +09:00
Fernando Cortez 5c1b8d06cb
feat: Distributed Authority Sample - pickup code isolated to authority, interact collider resized (#243)
pickup code isolated to authority, collider resized
2024-10-28 15:37:06 -04:00
Elfi0Kuhndorf 269e152678
[MTT-8879] Feat: Distributed Authority Sample level design update (#239)
* 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
2024-10-28 11:30:11 -04:00
Fernando Cortez 8964d507a4
feat: Distributed Authority Social Hub Sample Unity 6 LTS upgrade [MTT-9235] (#234)
* unity 6 LTS upgrade

* bumping supported version for DA Sample in metafile
2024-10-25 10:07:01 -04:00
Fernando Cortez 4fc782549e
feat: Distributed Authority Sample - holding collision improvements [MTT-9214] (#240)
* caching interactable collider

* using layers to improve held item vs world collisions

* adding the layer and physics matrix change

* readability pass over script
2024-10-24 18:10:28 -04:00
Fernando Cortez a15f0c9ccf
fix: Distributed Authority Sample - fixes to player name, session reconnection, input actions being disabled, mouse unlocked (#241)
* fixes to player name, session reconnection, input actions being disabled, and mouse is unlocked

* using authentication playername API, sanitize player name field
2024-10-24 14:13:24 -04:00
Frank Luong c019e05f0d
CI integration and mobile builds tests (#201)
* initial commit

* fixing for loop

* adding python script

* removing standalone test jobs

* disabling editor utr for DA sample

* fix

* fix

* Update shared_triggers.yml

* reverting changes

* test

* Update shared_triggers.yml

* test

* test

* test triggers

* Update shared_triggers.yml

* test

* addijng new test jobs

* Update shared_triggers.yml

* Update shared_triggers.yml

* Update shared_triggers.yml

* Update shared_triggers.yml

* Update shared_triggers.yml

* Update shared_triggers.yml

* Update shared_triggers.yml

* Update shared_triggers.yml

* removing the job to trigger targeted project per PR (WIP)

* changes

* excluding dedicatedgameserver from mobile tests

* removing dedicatedgameserver from shared_triggers.yml
2024-10-23 17:07:18 -04:00
Fernando Cortez 595d282dca
feat: In-game UI integrated to rest of sample for disconnection/reconnection & player names [MTT-9233] [MTT-9249] (#233)
* 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>
2024-10-23 12:44:57 -04:00
Paolo Abela 5d31025d4d
Merge pull request #236 from Unity-Technologies/develop
Release 1.8.0 [MTT-9227]
2024-10-23 11:24:18 +01:00
Paolo Abela 381783a138 chore: updated changelog [skip ci] 2024-10-23 11:23:29 +01:00
Paolo Abela a56d04e430 chore: updated changelog [skip ci] 2024-10-21 10:09:56 +01:00
hammerlerobi 869e58c1a6
Usecases/style improvements network manager (#235)
* chore: small styling fixes

* chore: remove inline styles
2024-10-21 10:06:31 +01:00
Paolo Abela 8aeb8d42fc
Multiplayer Use Cases: package/project upgrades (#231)
* 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
2024-10-18 13:25:05 +01:00
hammerlerobi 9bdbf13a62
fix: Remove shader define FORWARD_PLUS (#232) 2024-10-18 11:23:46 +02:00
hammerlerobi b50d1f8552
[MTT-9094] [MTT-8906] [MTT-9092] Integrate ingame UI (#230)
* feat: Integrate Ingame UI

* chore: add globals

* wip: polish main menu

* Chore: align StartScreen and clean up

* chore: fix some UI incosistencies

* feat: Upgrade and align UI

* chore: style adjustments

* chore: docs and refactoring

* fix: add focused state for round buttons

* chore: remove unused asset

* fix: integrate UI with latest develop

* chore: cleanup names

* Update Experimental/DistributedAuthoritySample/Assets/Scripts/UI/IngameUI/UIUtils.cs

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

* feat: Add hint about Rnsm Interaction

* Apply review changes

* fix: forgot to change to extension method

* fix: Make sure RSM Hint does not gets added twice on MPPM

* chore: add comment

* chrore: rename Events and subscribe

* chore: internalize classes and cleanup in onDisable

---------

Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
2024-10-17 07:50:25 -04:00
Elfi0Kuhndorf 4b7addeb8d
[MTT-8885][MTT-9033] Feat/distributed authority sample destruction logic (#226)
* 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>
2024-10-15 12:02:44 -04:00
Paolo Abela 2977072757
Multiplayer Use cases for Unity 6 - usability improvements (#228)
* 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
2024-10-14 13:05:39 +01:00
Elfi0Kuhndorf a360aa612e
[MTT-8894] Adding Main Menu UI for Distributed Authority Sample (#227)
* 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>
2024-10-10 10:18:37 -04:00
Fernando Cortez e2b74c8513
feat: Distributed Authority Sample - NGO 2.0.0, Multiplayer Services 1.0.0, Unity 6000.0.21f1, Tools v2.2.0 upgrade (#220)
* 6000.0.17f1 upgrade + multiplayer tools 2.2.0 upgrade

* upgrades: ngo 2.0.0, services 1.0.0, editor 6000.0.21f1
2024-10-02 04:52:41 -04:00
Elfi0Kuhndorf bd6c778cf7
[MTT-9072] Fix/distributed authority sample/collider adjustments hub scene (#225)
* 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
2024-09-11 13:08:17 -04:00
Fernando Cortez 95e29fb0ba
feat: Distributed Authority Sample - destructibles placement, RNSM added [MTT-8883] (#223)
* placeables updated & added to scene, added RNSM config, paths cleanup

* resizable builds
2024-09-11 11:43:33 -04:00
Fernando Cortez 56845f95a7
fix: Distributed Authority Sample - Jitter on FixedJoint connected body [MTT-9071] (#222)
different force application to locomotion fixing child joint jitter
2024-09-11 10:07:52 -04:00
Fernando Cortez a09b8eee22
feat: Distributed Authority Sample - upgrade to Netcode for GameObjects v2.0.0-pre.4 (#224)
upgrade to netcode v2.0.0-pre.4
2024-09-11 09:48:08 -04:00
Paolo Abela 33695e6228
Multiplayer Use cases - Unity 6 update (#218)
* 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
2024-09-11 11:00:58 +01:00
Fernando Cortez 08bc045e3e
feat: Distributed Authority Sample - player spawn points [MTT-8899] (#221)
* added a pool of spawn points for players to grab at spawn

* adjusted heights

* order of operations change in AvatarTransform

* comments
2024-09-09 17:34:44 -04:00
Elfi0Kuhndorf 8627537ef3
[MTT-9001] Feat/distributed authority sample camera system (#210)
* 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>
2024-09-06 12:16:53 -04:00
Fernando Cortez 0a086af78b
feat: Distributed Authority Sample - interactions animation integration [MTT-9016] (#219)
* 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
2024-09-04 13:20:11 -04:00
Fernando Cortez fac7ad03f6
feat: AvatarAnimator to integrate locomotion animations, Market scene loaded [MTT-9004] (#212)
* 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
2024-09-04 10:24:26 -04:00
Fernando Cortez 305e2c8cff merging main 2024-09-03 13:25:02 -04:00
Fernando Cortez 5d01bf9f1e
feat: distributed authority sample collisions + damage [MTT-9026] (#211)
* 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

* removing unused class, cooldown on damage, cleanup

* routing damage message for locally owned non-kinematic pairs

* networkupdateloop usage, masses reconfigured, gravity constantly applied
2024-08-29 23:47:13 -04:00
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
Paolo Abela b1529d901f chore: updated changelogs with 1.7.0 release notes
chore: updated README accoridng to the changes to Multiplayer Use Cases and Invaders
2024-08-29 10:44:16 +01:00
Paolo Abela c0bda78ea2 chore: moved "MultiplayerUseCases" sample to the "basic" folder, and updated path in CI scripts 2024-08-29 10:42:58 +01:00
Elfi0Kuhndorf 052ac60d27
[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>
2024-08-22 10:42:27 -04:00
Fernando Cortez dbfa3173ec
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
2024-08-21 15:41:39 -04:00
Elfi0Kuhndorf 6f0f550ee1
[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>
2024-08-21 18:29:39 +02:00