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feature: NetworkRigidbody Benchmark demo
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8
Assets/Mirror/Examples/RigidbodyBenchmark/Scripts.meta
Normal file
8
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Normal file
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@ -0,0 +1,27 @@
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||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.RigidbodyBenchmark
|
||||
{
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class AddForce : NetworkBehaviour
|
||||
{
|
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public Rigidbody rigidbody3d;
|
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public float force = 500f;
|
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|
||||
protected override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
rigidbody3d = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// do we have authority over this?
|
||||
if (!rigidbody3d.isKinematic)
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
rigidbody3d.AddForce(Vector3.up * force);
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}
|
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}
|
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}
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}
|
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@ -0,0 +1,32 @@
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||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Mirror.Examples.RigidbodyBenchmark
|
||||
{
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class AutoForce : NetworkBehaviour
|
||||
{
|
||||
public Rigidbody rigidbody3d;
|
||||
public float force = 500;
|
||||
public float forceProbability = 0.05f;
|
||||
|
||||
protected override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
rigidbody3d = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
void FixedUpdate()
|
||||
{
|
||||
// do we have authority over this?
|
||||
if (rigidbody3d.isKinematic) return;
|
||||
|
||||
// time to apply force?
|
||||
if (Random.value < forceProbability * Time.deltaTime)
|
||||
{
|
||||
rigidbody3d.AddForce(Vector3.up * force);
|
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}
|
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}
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}
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}
|
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@ -0,0 +1,52 @@
|
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using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.RigidbodyBenchmark
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
public class RigidbodyBenchmarkNetworkManager : NetworkManager
|
||||
{
|
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[Header("Spawns")]
|
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public GameObject spawnPrefab;
|
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public int spawnAmount = 2000;
|
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public float interleave = 2;
|
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|
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void SpawnAll()
|
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{
|
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// calculate sqrt so we can spawn N * N = Amount
|
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float sqrt = Mathf.Sqrt(spawnAmount);
|
||||
|
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// calculate spawn xz start positions
|
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// based on spawnAmount * distance
|
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float offset = -sqrt / 2 * interleave;
|
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|
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// spawn exactly the amount, not one more.
|
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int spawned = 0;
|
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for (int spawnX = 0; spawnX < sqrt; ++spawnX)
|
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{
|
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for (int spawnZ = 0; spawnZ < sqrt; ++spawnZ)
|
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{
|
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// spawn exactly the amount, not any more
|
||||
// (our sqrt method isn't 100% precise)
|
||||
if (spawned < spawnAmount)
|
||||
{
|
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// instantiate & position
|
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GameObject go = Instantiate(spawnPrefab);
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float x = offset + spawnX * interleave;
|
||||
float z = offset + spawnZ * interleave;
|
||||
go.transform.position = new Vector3(x, 0, z);
|
||||
|
||||
// spawn
|
||||
NetworkServer.Spawn(go);
|
||||
++spawned;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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|
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public override void OnStartServer()
|
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{
|
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base.OnStartServer();
|
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SpawnAll();
|
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}
|
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}
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}
|
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Loading…
Reference in New Issue
Block a user