A collection of smaller Bitesize samples to educate in isolation features of Netcode for GamesObjects and related technologies.
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Elfi0Kuhndorf 559f6678ac
Fix: Client Driven Ghost Static Ingredients on Late join [MTT-4505] (#157)
* 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
2024-04-17 18:16:27 +02:00
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.yamato merge develop 2024-03-22 15:08:47 -04:00
Basic Fix: Client Driven Ghost Static Ingredients on Late join [MTT-4505] (#157) 2024-04-17 18:16:27 +02:00
Experimental merge develop 2024-03-22 15:08:47 -04:00
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CHANGELOG.md Fix: Client Driven Ghost Static Ingredients on Late join [MTT-4505] (#157) 2024-04-17 18:16:27 +02:00
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Netcode for GameObjects Bitesize Samples

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This repository contains a collection of bitesize sample projects and games that showcase different techniques which can help you get started with development of a multiplayer project using Netcode for GameObjects.

Bitesize Samples Overview

2D Space Shooter Overview

The 2D Space Shooter Sample was a UNET sample that has been converted over to NGO. Check it out to learn more about physics movement and status effects using Netcode NetworkVariables and ObjectPooling.

Invaders Overview

The Invaders Sample was a UNET sample that has been converted over to NGO. Learn more about game flow, modes, unconventional networked movement, and using a shared timer in this sample.

Client Driven Overview

See the Client Driven Sample to learn about client driven movements, networked physics, spawning vs in-scene placed NetworkObjects, and NetworkObject parenting.

Dynamic Addressables Network Prefabs Overview

Check out the new Dynamic Addressables Network Prefabs Sample to learn more about the dynamic prefab system, which allows us to add new spawnable network prefabs at runtime.


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Getting the project

Direct download

  • You can download the latest versions these samples from our Releases page

  • Alternatively: select Code and select the 'Download Zip' option. Please note that this will download the branch you're currently viewing on Github

Requirements

The bitesize samples are compatible with the latest Unity Long Term Support (LTS) editor version, currently 2022 LTS and are supported on the Windows 10 and Mac OSX platforms. Please include standalone support for Windows/Mac in your installation.

PLEASE NOTE: You will also need Netcode for Game Objects to use these samples. See the Installation Documentation to prepare your environment. You can also complete the Get Started With NGO tutorial to familiarize yourself with Netcode For Game Objects.

Troubleshooting

Bugs

Documentation

For a deep dive into Netcode for GameObjects and the Bitesize Samples, visit our documentation site.

Community

For help, questions, networking advice, or discussions about Netcode for GameObjects and its samples, please join our Discord Community or create a post in the Unity Multiplayer Forum.

Contributing

We welcome your contributions to this sample code and objects. See our contribution guidelines for details.

Feedback

If you have tried these samples already, please consider leaving us feedback here--it will only take a couple of minutes. Thanks!

Other samples

Boss Room Sample

Boss Room is a fully functional co-op multiplayer RPG made with Unity Netcode. It is an educational sample designed to showcase typical netcode patterns that are frequently featured in similar multiplayer games.

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