mischa
c49d188e8b
feature: NetworkManager.exceptionsCauseDisconnect option ( #3605 )
...
* NetworkManager flag
* NetworkMessages handle
* NetworkClient setting
* NetworkSErver setting
* NetworkManager applies it
* this too
* shorter
* bette wording (imer)
* security by default
2023-09-17 10:58:39 +02:00
mischa
94f5a924ff
feature: NetworkTime.predictedTime to prepare for Prediction ( #3599 )
...
* feature: NetworkTime.predictedTime to prepare for prediction
* disable log
* NetworkTime.predictedTime simplified: client timeline based on Time.time to fix first 5s being way ahead, history being too old, etc.
2023-09-14 11:30:33 +02:00
mischa
613f84b494
fix: Billiards / BilliardsPredicted ball Rigidbody CollisionMode changed from Continous to ContinousDynamic to fix white flying through red when applying large forces
2023-09-14 11:30:06 +02:00
JesusLuvsYooh
7b49b7d09d
A drag and drop Canvas UI HUD for NetworkManager ( #3602 )
...
Scales
Contains features of older OnGUI HUD
Credits to Ninja
2023-09-14 10:02:49 +02:00
mischa
0fce9bcdfb
fix : #3595 attempting to sync a Transform that isn't networked will now show a more obvious warning
2023-09-09 12:54:17 +02:00
JesusLuvsYooh
06f1ee09a0
feature: New Example - Character Selection and customisation. ( #3593 )
...
* Draft 1
Scene set up, podium and medic character added, minor ui and idle animation.
* Draft 2
3 characters, medic, assault, heavy.
Canvas linked up, along with character data.
* Draft 3
Map scene
Static variables, save data
Custom network manager
* Draft 4
Character pivots rotated.
Animation changes child, not parent position.
Spawn positions added.
Cheat protection for player prefab number added.
* Draft 5
Adding in customisations ontop of separate prefabs.
Player camera.
* Draft 6, part 1 complete.
Finished Player name, player colours.
Part 1 complete
Needs tidying up and code comments.
* Draft 7, checkpoint before next step.
* Draft 8 - Pre-selection and in-game character selection finished?
Pre-selection and in-game selection finished?
* Draft 9
* Draft 10 - CharacterSelection Example
* Draft 11
* Draft 12
* Draft 13
2023-09-07 21:57:22 +02:00
JesusLuvsYooh
796b0711f0
Update CouchPlayerManager.cs ( #3592 )
...
Moved some code from Awake to OnStartAuthority to prevent a reference from getting overridden.
Fixes Server/Host from not being able to add its own new local players, if remote players have maxed themselves out.
2023-09-07 10:07:37 +02:00
mischa
fcbf841d84
Billiards Demos: change trail debug line color and time
2023-09-07 09:26:51 +02:00
mischa
d9ef6d855c
GUIConsole: don't show in Unity Editor, we already have the Console window there (but keep it as option)
2023-09-06 18:39:38 +02:00
mischa
357e798e25
fix: Unity 2019/2020 compilation failing because ConcurrentQueue<T>.Clear was missing
2023-09-05 09:21:08 +02:00
mischa
55daefab2a
grammar fix
2023-09-05 09:17:10 +02:00
mischa
ae496ef0ee
NetworkTransformBase: virtual SetPosition/Rotation/Scale for users to overwrite if needed
2023-09-01 15:59:10 +02:00
mischa
02db1b03d5
NetworkTransformBase: virtual GetPosition/Rotation/Scale for users to overwrite if needed
2023-09-01 15:51:18 +02:00
mischa
966c4f2bdd
BilliardsPredicted: Player/ folder for PlayerPredicted prefab
2023-09-01 11:54:37 +02:00
mischa
3be960692c
BilliardsPredicted: show FPS at runtime
2023-09-01 11:18:28 +02:00
mischa
9aba125566
BilliardsPredicted: fix prefab script references
2023-08-31 11:08:16 +02:00
mischa
34d3777bc3
BilliardsPredicted: script naming
2023-08-31 11:06:36 +02:00
mischa
ff56210a36
feature: Threaded Transport & Threaded KCP ( #3582 )
...
* Tools: ThreadLog for thread safe logging in Unity builds
* events
* move folder
* WorkerThread & tests
* ConcurrentPool & Tests
* ConcurrentNetworkWriterPool & Tests
* ThreadedTransport empty
* syntax
* server part
* client part
* separate queues and updates
* separate events for strong typing
* virtual awake
* fix & support uri
* threaded early/late
* threaded kcp!
* private
* simplify
* use threaded callbacks
* active flags
* enabledcopy
* fix ids
* fix onsend
* fix disco param
* fix segment copy
* fix
* comment
* deadlock prevention
2023-08-29 12:57:55 +02:00
JesusLuvsYooh
4405082d4b
Example: Couch Co-Op ( #3589 )
2023-08-25 14:15:49 +08:00
mischa
9a4e317874
Examples: BilliardsPredicted. copy of Billiards demo, to apply prediction features onto in the future.
2023-08-17 22:11:41 +02:00
mischa
b7fad3e672
Billiards Demo: create prefab from table in hierarchy
2023-08-16 18:36:44 +02:00
mischa
5fba72dc3c
Billiards Demo: apply red changes to prefab
2023-08-16 18:36:07 +02:00
mischa
d8bb5ec15e
Billiards Demo: move indicator into white ball prefab for ease of use
2023-08-16 18:33:15 +02:00
mischa
b0b6d351b9
Billiards Demo: fix materials
2023-08-16 18:30:09 +02:00
mischa
463028260f
Billiards demo: update namespace
2023-08-16 18:02:09 +02:00
mischa
5fa9f4bf65
Readme: updated discord invite
2023-08-15 14:50:35 +02:00
mischa
50e6d5f890
feature: Multiplayer Billiards demo ( #3583 )
2023-08-13 09:54:21 +02:00
mischa
db241bb413
breaking: NetworkReader/Writer Read/WriteBytesAndSizeSegment renamed to Read/WriteArraySegmentAndSize for clarity.
2023-08-12 19:13:15 +04:00
mischa
e799b08303
syntax
2023-08-12 19:08:15 +04:00
mischa
4d7c5b6e41
Reader/Writer: sort WriteBytes(AndSize) functions
2023-08-12 19:05:20 +04:00
mischa
f05df29639
NetworkIdentity: don't need to show assetId in Inspector
2023-08-12 18:59:24 +04:00
mischa
2a29f6e686
NetworkManager: improve warning about player prefab in spawnable prefabs list
2023-08-11 22:16:13 +04:00
mischa
684a61c964
script icons
2023-08-10 18:07:37 +04:00
mischa
2e1e3bfd9c
assign missing icon
2023-08-08 16:40:59 +08:00
mischa
6de9448c4a
small cleanups
2023-08-08 16:34:24 +08:00
mischa
877b249add
MIRROR_81_OR_NEWER
2023-08-08 16:32:59 +08:00
JesusLuvsYooh
10badbe21c
Adjusted UI scaling in new TanksCoop example. ( #3579 )
2023-08-06 10:15:42 +08:00
mischa
2365d301e1
SimpleWeb: minimize logging hot path allocations
2023-08-05 13:47:42 +08:00
mischa
d7757e95f2
perf: VarInt compression performance improvements ( #3578 )
...
* perf: VarInt compression performance improved by writing multiple bytes at once
* merge byte shifting
* this too
2023-08-05 07:13:16 +02:00
mischa
cd390bfce1
VarInt: tests now cover accidentally duplicating bytes
2023-08-04 19:47:12 +08:00
mischa
17a60915dd
Update README.md
2023-08-04 11:43:56 +02:00
mischa
9d0e90f484
perf: remove O(N) ClearDirtyComponentsDirtyBits calls in NetworkServer.Broadcast() and NetworkClient.Broadcast() ( #3575 )
...
* perf: remove O(N) ClearDirtyComponentsDirtyBits calls in NetworkServer.Broadcast() and NetworkClient.Broadcast()
* only for delta [imer]
2023-08-03 14:01:35 +02:00
mischa
594a0f5c79
Examples: added BenchmarkIdle demo to test with 80% idle objects
2023-08-03 12:34:17 +08:00
mischa
e45c8e2e37
typo
2023-08-03 12:09:40 +08:00
JesusLuvsYooh
d2c475409f
feature: NetworkTransform WorldScale option ( #3565 )
...
* NT WorldScale option DRAFT - Will test, tidy and comment tomorrow.
Currently NT is local, and in some cases world is needed.
* Updated tooltip etc
All tested, using tanks example, and dragging a player tank into empty gameobject, then this gameobjcets position/rotation/scale and hierarchy changing live during gameplay. Switching to world bool fixes any problems caused by that.
* Enum dropdown, rather than bool as requested.
* Ternary shortcuts
* tab
* adjustments
* better
* cleanup
* force disable world scale
---------
Co-authored-by: mischa <info@noobtuts.com>
2023-08-02 08:21:33 +02:00
mischa
c077b53324
NetworkClient: improve 'did not find target for sync message' warning
2023-08-01 23:19:56 +08:00
mischa
7898b559b9
fix: SimpleWebTransport conditionals removed so users can see error messages
2023-08-01 11:53:43 +08:00
mischa
e92e91dcfd
kcp2k V1.37 [2023-07-31]
...
- fix : #47 KcpServer.Stop now clears connections so they aren't carried over to the next session
- fix: KcpPeer doesn't log 'received unreliable message while not authenticated' anymore.
2023-07-31 18:10:23 +08:00
mischa
a9cbcf696e
Unity 2021.3.29 LTS for latest fixes
2023-07-31 13:55:05 +08:00
mischa
e4304bfed6
feature: HistoryBounds MVP ( #3563 )
...
* readme, folders
* HistoryBounds.Insert placeholder and test
* Insert: naive implementation
* easier
* simple benchmark
* move into lag comp
* benchmark improvements
* deterministic benchmark
* tests: revisit coverage
* syntax
* HistoryBounds data structure - wip
* Reset
* oops
* insert in structure
* historyBounds.total
* comment
* test
* comments
* tests: insertfar
* simplify insertion; only recalculate when removed
* fix comment
* recalculate every nth
* benchmark simplified
* benchmark variant
* BUCKETS
* perf: use (min, max) bounds representation internally to avoid Unity's Bounds.Encapsulate conversion overhead
* HistoryCollider component WIP
* ...
* steps
* things
* gizmo
* syntax
* unused
* child collider
* counter rotate
* warning
* detect scale changes
* syntax
* Unity 2019 support
2023-07-31 12:38:42 +08:00