* update clientdriven sample to 2021.3.12f1
* third person controller assets added
* dependencies updated
* update to NGO 1.0.2
* integration of networked third person character avatar
* using NGO 1.1.0
* WIP targeting Boss Room's utility package commit for ClientNetworkAnimator
* IP window allows for custom IP using UI Toolkit, player apply force re-added
* feedback: non-alloc raycasts, less spawns, format, etc
* removing motionspeed animation speed multiplier
* player spawned after spawn points are consumed is spawned at world origin
* feedback on formatting & interactivity
* changlog addition, more feedback changes
* MTT stamps for thirdpersoncontroller script
* reordering when iskinematic is enabled
* capsule collider added to ghost players, ingredient is dropped overhead
* ground layer usage
* stove collider upsize
* restoring drop overhead, removing fixedupdate usage
* renaming
* re-enabling footstep sound on ghost clients
* UI visual update, as well as renaming / deleting old files from the 2D space shooter
* more description on MTT usage
* re-added MotionSpeed functionality, any mapping can apply input (input disabled on out of focus devices)
* comment feedback
* pickup height bumped up
* documenting NGO workaround to set in-scene NetworkVariable starting values
* dropzone prefab scale correction
* removing old host/join component, player motionspeed default param set to 1
* removing workaround on networkvariables on in-scene placed NetworkObjects
* Updated description of tutorial in the game UI
* Packages lock update and reserialization of a ui texture
* Made outline of words a bit darker to improve legibility against background
* Fixed up some broken style sheet refs and deleted the old unused font
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
* Added different color options to the character shader
* Refactored the character shader, exposed player colors to the material inspector
* More refactoring/cleaning of player color shader
* Edited player materials to work with shader refactor
* Another refactor of the color shader
* Added color switching script
* Added the color changing script to the networked character's mesh
* Update Basic/ClientDriven/Assets/Scripts/ClientPlayerColor.cs
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
* Switch grading mode to HDR
Within the URP asset, the grading mode property within post-processing was set to a low dynamic range. I switched it to a high dynamic range to improve the precision and quality of the colour grading. Producing a nicer render.
* Changed post processing settings to account for HDR, also changed color space from gamma to linear
* a couple more tiny color edits to the pick up materials
Co-authored-by: jilfranco-unity <jillian.franco@unity3d.com>
* third person controller assets added
* dependencies updated
* integration of networked third person character avatar
* using NGO 1.1.0
* targeting Boss Room's utility package commit for ClientNetworkAnimator
* IP window allows for custom IP using UI Toolkit, player apply force re-added
* feedback: non-alloc raycasts, less spawns, format, etc
* removing motionspeed animation speed multiplier
* player spawned after spawn points are consumed is spawned at world origin
* feedback on formatting & interactivity
* changlog addition, more feedback changes
* MTT stamps for thirdpersoncontroller script
* reordering when iskinematic is enabled
* capsule collider added to ghost players, ingredient is dropped overhead
* ground layer usage
* stove collider upsize
* restoring drop overhead, removing fixedupdate usage
* re-enabling footstep sound on ghost clients
* more description on MTT usage
* re-added MotionSpeed functionality, any mapping can apply input (input disabled on out of focus devices)
* pickup height bumped up
* documenting NGO workaround to set in-scene NetworkVariable starting values
* dropzone prefab scale correction
* removing old host/join component, player motionspeed default param set to 1
* removing workaround on networkvariables on in-scene placed NetworkObjects
* updating the project to 2021.3.15f1
* adding rigidbody interpolation to the ingredient prefabs
* turning off interpolation while object is picked up
* updating boss room utilites package version
* update clientdriven sample to 2021.3.12f1
* third person controller assets added
* dependencies updated
* First pass of art level art updates and URP port
* Added carrying animation to project
* Environment Art Pass
* Animation import setting edits
* More environment art pass, specifically on drop zones and stoves
* Dropzone ingredient animation
* Animated ingredient materials
* More overall theme changes, as well as some small bug fixes
* Updated shadow biases to remove banding
* New GUIDs for these assets
* Turned off cast shadows on some object
* Updated shadow bias again to fix cracks in shadows
* deleted unused animations from this branch, will be restored in another branch
* Fixed NGO version to be 1.1.0
* Updated ingredient materials
(most notably making the purple material a lot more white to increase contrast from the purple background)
* Color adjustments
* Updated 3rd person model materials to URP ones
* Removed this unused directive
* Added these split nodes to remove errors about implicit truncation of vectors
* Updated these materials to URP shaders
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
Co-authored-by: jilfranco--unity <jilfranco--unity@bitbucket.org>
* First pass at making UI with UIToolkit
* UI Pass
* Final pass on UI for 2D Space Shooter--new buttons, new sanitized input fields, new in game UI for player and power ups, and an overall logic pass to hook everything up
* Quick fix to make the other players' UI follow their ships
* Added a sorting group component to the ships so that there's no weird clipping overlap between two ships
* Iteration of visuals of the UI, going for more of a scifi look and reusing assets to increase cohesion
* players now visible and playable when late-joining
* simplified registration of NetworkSceneManager callbacks
* Replicating timer on newly connected clients
* updating to NGO 1.0.0
* Restructuring connection and scene management
* Adding reference to com.unity.multiplayer.samples.coop for the ClientNetworkTransform
* UI visual pass, new fonts, new UI assets, added sprite editor to packages
* Fixed up some references in the invaders UI that broke after switching from regular text to tmp text
* Added a little function to sanitize the input for the ip address in the main menu
* Switched the font for everything but the title to something more legibile, also did a pass on layout and colors for the UI!
* Moved camera and exit button in InGame scene a bit so that the super enemy doesn't clip through the exit button. Game also feels a bit more centered on the screen!
* Switched out the font of the sub titles to match the main title font!
* first pass at some art :)
* Post processing, changed color space from gamma to linear, reorganized / cleaned up excess shaders and materials, color tweaks, added environment art prefab to other levels
* More color tweaks, more cleaning up of unnecessary textures, more cleaning up of shaders
* Some more tweaks to this material, as well as setting the default number of lives back to 3 (from 50, i'm really bad at this game)
* Changed color of player bullet to match player ship, helps distinguish it from enemy bullets
* a pass for VFX
* Bump to editor version 2021.3.2f
* Cleaned up the code a bit as per review notes
* 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>
* Adding server side checks
Adding doc comments to remember this is associated with docs
* removing outdated comment
adding better comments
* adding way to specify IP to connect to
update to doc comment
better name for AddForce object