* Using TypeReference with IEqualityComparer instead of string to keep reference to type
* using targetType to initialize write/read functions
* test to make sure write function is set
```
UnityException: ToString is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'GamePlay' on game object 'GamePlay'.
See "Script Serialization" page in the Unity Manual for further details.
UnityEngine.Object.ToString () (at <a979f18d51af41179d12b797e8c5be14>:0)
UnityEngine.Logger.GetString (System.Object message) (at <a979f18d51af41179d12b797e8c5be14>:0)
UnityEngine.Logger.LogError (System.String tag, System.Object message) (at <a979f18d51af41179d12b797e8c5be14>:0)
Mirror.NetworkBehaviour.InitSyncObject (Mirror.SyncObject syncObject) (at Assets/System/3rdParty/Mirror/Runtime/NetworkBehaviour.cs:168)
myGame.GamePlay..ctor () (at Assets/System/GamePlay.cs:18)
```
- consolidate nested if
- set kinematic by default on scene objects
- set kinematic false on server in AddForce::Start
- added field for Rigidbody component reference via inspector
- eliminated calling GetComponent every frame
- set SyncInverval to zero on both NetworkTransforms and NetworkRigidbody
* Mention Custom UDP SG rule for Kcp Transport
Since Kcp Transport is now the default in Mirror, let's update the docs to reflect that the SG needs to have a UDP rule to allow network traffic to reach the server.
* Mention UDP Firewall rule for Kcp Transport
Since Kcp Transport is now the default in Mirror, let's update the docs to reflect that a UDP rule is necessary in order to allow network traffic to reach the server.
* Changed oldColor to underscore in hook in RandomColor
* WIP
* feat: Updated Basic Example
- PlayerUI is now separated from player object
- PlayerUI is event driven from the Player object
- PlayerUI is locally instantiated, instead of networked
- added border to players panel
* fixed code smells
* moved playersList to BasicNetManager
* fixed compile error and improved layout
* fixed tooltips
Co-authored-by: MrGadget1024 <chris@clevertech.net>
Having near identical lines in these functions is confusing at first glace. Having RegisterWriteFunc call Register makes it more clear exactly what is going on
* formatting
* moving comment about buffer next to buffer
* moving comment to doc comment
* doc comment position
* doc comments for Length
* doc comments for ReadBlittable
* doc comments for ReadBytes
* doc comments for ReadBytesSegment
* doc comments for ToString
* doc comments for NetworkReaderExtensions
* comments for ReadString
* exception comments for read bytes/segement
* fixing comment
* fix(weaver): Warning for multiple write/read functions for the same type
Adding warning message when trying to register a write or read function for a type that is already in dictionary. Previously weaver would be silent about this making it hard to know when an extension method overrides another one.
* test for warnings
Empty commit for d3d3113f7b
* Actions perform a lot better than UnityEvents.
* This allows callbacks to be passed into classes within the transports without depending on unity
BREAKING CHANGE: Transports now uses callbacks instead of UnityEvents
Mirror side:
old: transport.OnClientConnected.addListener(OnConnect)
new: transport.OnClientConnected = OnConnect;
Transports side:
callbacks have same name has the events so they can still be called using `OnClientConnected.Invoke`
* checking buffer length is atleast 2
disconnect if invalid message
* using const instead of magic number
Adding test to make sure that writing id is the same size as IdSize
* adding comment
* renaming to HeaderSize