From d388c21213db1e10514f5c3f67038b98291d3e93 Mon Sep 17 00:00:00 2001 From: Chris Langsenkamp Date: Sat, 20 Jul 2019 18:03:28 -0400 Subject: [PATCH] Updated Examples Overview doc with descriptions --- docs/Examples/index.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/docs/Examples/index.md b/docs/Examples/index.md index 7754e0f09..c9e6e4631 100644 --- a/docs/Examples/index.md +++ b/docs/Examples/index.md @@ -3,16 +3,16 @@ Mirror includes several small examples to help you learn how to use various features and how to set things up so they work together. - [Basic](Basic) - Short description of the Basic example. + Basic is what it sounds like...the most rudimentary baseline of a networked game. Features SyncVars updating random UI data for each player. - [Tanks](Tanks) - Short description of the Tanks example. + This is a simple scene with animated tanks, networked rigidbody projectiles, and NavMesh movement - [Pong](Pong) - A simple example for "How to build a multiplayer game with Mirror" is Pong. It illustrates the usage of `NetworkManager`, `NetworkManagerHUD`, NetworkBehaviour, NetworkIdentity, `NetworkTransform`, `NetworkStartPosition `and various Attributes. + A simple example for "How to build a multiplayer game with Mirror" is Pong. It illustrates the usage of `NetworkManager`, `NetworkManagerHUD`, NetworkBehaviour, NetworkIdentity, `NetworkTransform`, `NetworkStartPosition`and various Attributes. - [Additive Scenes](AdditiveScenes) - Short description of the Additive Scenes example. + The Additive Scenes example demonstrates a server additively loading a sub-scene into a main scene at startup, and having a server-only trigger that generates a message to any client whose player enters the trigger zone to also load the sub-scene, and subsequently unload it when they leave the trigger zone. Only players inside the trigger zone can see the objects in the sub-scene. Network Proximity Checker components are key to making this scenario work. - [Lobby System](Lobby) - Short description of the Lobby System example. + The Lobby System example demonstrates how to set up a "staging" scene where players assemble before starting a match. When all players are ready, the server sends them all a message to change scenes (along with the server itself) to the actual game play scene so they all come in at once.