Commit Graph

1388 Commits

Author SHA1 Message Date
vis2k
d3afa9f26f Utils.IsHeadless so it can be reused by other classes if needed. 2019-02-22 20:43:25 +01:00
vis2k
2a9d7e2df3 Upgrade to Unity 2018.3.6 to fix #427 and to prepare for LTS version 2019-02-22 09:29:39 +01:00
Paul Pacheco
a47a637ded
Document transport configuration changes
Part of #333 

Transports are components now.
Configure port and address in the transport components.
2019-02-21 10:03:43 -06:00
Paul Pacheco
ea24a256f7
Highlight that TCP is optional
Highlight that TCP is optional and edits for better grammar.
2019-02-21 09:48:08 -06:00
Chris Langsenkamp
7e7683766f Network Lobby Manager & Lobby Player (#356)
* Initial Commit with Unity's Network Lobby Components

* Lobby Components WIP

* Massive simplifications and structural changes to NetworkLobbyManager and NetworkLobbyPlayer

* Replaced more default messages with Command structure resulting in further simplification and less LOC

* Completed removal of messages

* Code Formatting and GUI Layout

* Fixed bugs and finished Remove feature in UI

* Added Network Lobby Manager Doc

* Network Lobby Docs

* Network Lobby Player Doc

* Updated doc and image about Offline Scene

* changed to PNG

* Added Lobby components to navigation

* Conformed to naming convention
Removed some leftover cruft
Removed maxPlayers (redundant to maxConnections)
Trapped and killed null ref in OnServerDisconnect

* Fixed mistake in OnServerDisconnect

* Fix Active Scene check

* Alow clean switch to Offline scene

* Add Help URL attributes to components

* Added Help URL Attributes

* Fixed OnGUI logic error.

* Added Example and README

* Fixed Disconnect handler

* Updated Docs

* Added Header for Inspector

* Finished Lobby Example Minigame

* Minor cleanup

* Set targetFramerates

* Code Cleanup
Changed to extended Lobby Manager for player Indexes & colors

* Minor changes to align with Mirror's NetworkManager

* Fixed logic error

* SyncVar Hook Workaround
Random Start Positions

* Revert making CallOnClientEnterLobby public

* Added documentation to the extension

* Minor code rearrangement

* Made OnGUI virtual so it can be overridden.
Added AllPlayersReady bool for convenience to extenders
Start Game enhancement to example.

* added comments

* Corrected namespaces and usings

* Reworked DontDestroyOnLoad
LobbyPlayer: Moved code from OnStartClient to Start
Added LobbyPlayerExt to Lobby Example
Code cleanup, added regions
Fixed Start Game button bug

* Final push of Lobby example to make sure it's complete.

* Improved Lobby Example

* Code cleanup

* Added ground texture
Set player camera angle
Adjusted lighting angle

* Updated ReadMe
Cleaned up privates
Fixed example to use SetParent
Changed to 5 max connections in example

* Prefab name fixes due to Mirror master's changes
Changed camera handling and GamePlayer Prefab
Two more SetParent fixes
Demoted two warnings to information
Added more comments to example scripts

* Revisions based on Vis2K review...more to come.

* Added f's where assigning literals to floats

* Removed manual calls to SyncVar Hooks because the bug is now fixed.

* Changed to GUILayout

* wrapped in namespace

* Changed to GUILayout

* All changes per peer review

* Renamed folder to Lobby.

* Fix due to change in Mirror 1691

* Renamed Scenes
Added LobbyScene property to OfflineGUI script.
2019-02-20 16:58:50 +01:00
vis2k
82d4cf08ff Revert "ClientScene.OnSpawnPrefab and NetworkManager.OnServerAddPlayerInternal: spawn objects with prefab names to avoid unnecessary "(Clone)" suffix from Unity. otherwise we need a name sync component in all games that show the names, e.g. MMOs for all monsters. This way we only need name sync components for objects that actually do change names, e.g. players." because of issue #426
This reverts commit 6a33c2d8bf.
2019-02-20 10:19:17 +01:00
Paul Pacheco
dfd0e02125 Fix #372, call syncvar hook for spawn (#410)
* Fix #372, call syncvar hook for spawn

* Rebuilt the weaver with the changes
2019-02-18 13:07:36 +01:00
vis2k
b7ef2b3521
Fix #421 race condition by calling Transport LateUpdate after all other LateUpdates. Transport needs to send and apply data onto latest game state at all times. (#424) 2019-02-18 11:56:38 +01:00
Paul Pacheco
143404aab5 Remove unused import 2019-02-17 20:12:42 -06:00
Paul Pacheco
95a629686d Simplify attribute name 2019-02-17 20:04:16 -06:00
Paul Pacheco
91760d88e3 Simplify with auto properties 2019-02-17 20:02:10 -06:00
Paul Pacheco
2114765668 Simplify more with auto properties 2019-02-17 19:59:17 -06:00
Paul Pacheco
e54a23a286 Simplify with auto properties 2019-02-17 19:57:34 -06:00
Paul Pacheco
c0cc77d062 Simplify with auto properties 2019-02-17 19:55:51 -06:00
Paul Pacheco
fc203dd89e Simplify by using property 2019-02-17 19:53:11 -06:00
Paul Pacheco
559c1f155a Simplify by using auto properties 2019-02-17 19:52:07 -06:00
MichalPetryka
cb6e68febc Added .editorconfig (#405)
* Added .editorconfig

* Update .editorconfig

* Update .editorconfig
2019-02-17 19:48:00 -06:00
Lymdun
9968db8d71 Update Migration.md (#419) 2019-02-17 16:51:17 -06:00
Lymdun
7d0db90827 Benchmarks update (#420) 2019-02-17 19:12:40 +01:00
vis2k
ee1b1c0b2b Telepath updated to latest version 2019-02-17 09:00:10 +01:00
vis2k
2ec7de32df Fix LLAPI.ToString 2019-02-17 08:55:28 +01:00
Chris Langsenkamp
ea3b48ab87 Replaced vars with explicit types (#411) 2019-02-17 08:45:13 +01:00
vis2k
8c441e8fe9
Transport.ServerGetClientAddress (#412) 2019-02-17 08:44:19 +01:00
Paul Pacheco
82cf23d348 Improve some comments 2019-02-15 06:29:54 -06:00
vis2k
bfe6e6aa28 better comments 2019-02-15 13:12:38 +01:00
vis2k
6a33c2d8bf ClientScene.OnSpawnPrefab and NetworkManager.OnServerAddPlayerInternal: spawn objects with prefab names to avoid unnecessary "(Clone)" suffix from Unity. otherwise we need a name sync component in all games that show the names, e.g. MMOs for all monsters. This way we only need name sync components for objects that actually do change names, e.g. players. 2019-02-15 13:02:18 +01:00
vis2k
871fe9a7f4 syntax 2019-02-15 12:43:49 +01:00
vis2k
bc52ff5e62 TelepathyTransport: remove old comments 2019-02-15 12:41:12 +01:00
vis2k
ab30ac6141 Fix #223: NetworkServer.DestroyPlayerForConnection tries to destroy both player controller and player owned objects if not null. No need to return early. 2019-02-14 13:38:34 +01:00
vis2k
5899cf81b5 refactor the fix for #389 2019-02-14 13:32:07 +01:00
uwee
0187163f70 fix for inactive scene in editor (#389)
* fix for inactive scene in editor

* changed to use #if UNITY_EDITOR
2019-02-14 13:26:53 +01:00
Chris Langsenkamp
3912a5a7b1 Update Migration.md (#406)
Cross checked with the one in the project root and updated this document accordingly so the other can be removed.
2019-02-14 10:24:07 +01:00
Chris Langsenkamp
85ae7c9aed Delete migration.md (#407)
Per conversation with Vis - remove this in favor of the other one in Docs.
2019-02-14 10:23:54 +01:00
vis2k
9b232b0551 Revert "Source based weaver (#319)"
This reverts commit 8d7613b9b6.
2019-02-13 15:59:32 +01:00
Chris Langsenkamp
b057b24fbc Update Migration.md (#401)
Added `cs` and code block formatting
2019-02-12 10:09:18 +01:00
Jason
4121b62a72 Update README.md to improve Usage Guide guidelines (#402)
* Update README.md to improve Usage Guide guidelines

Submitting for review by the team. This is my suggestion for updating the Usage section due to struggles we have seen in the help channel.

* Update README.md

Missed a character

* Update README.md

Updated Unity version numbers
2019-02-12 10:06:44 +01:00
vis2k
d159e9c78b
Configurable Server Tickrate (#390)
* Configurable Server Tickrate

* only  Update
2019-02-11 10:49:44 +01:00
Chris Langsenkamp
44c9c0a672 Update Attributes.md (#398)
Removed NetworkHash128 and NetworkInstanceId from the types list.
2019-02-10 10:57:26 -06:00
Chris Langsenkamp
04e54e17ff Update SyncLists.md (#397)
Cleaned up type list and indentations / formatting
Added comment about using OnStartClient vs Start
2019-02-10 10:57:07 -06:00
Chris Langsenkamp
bdc5ef01e8 Update SpawnObjectCustom.md (#396)
Replaced `NetworkHash128` with `System.Guid`
Added `cs` to code blocks
2019-02-10 10:56:45 -06:00
Chris Langsenkamp
38dc3895e3 Update RemoteActions.md (#395)
Removed NetworkHash128 and NetworkInstanceId from the list of allowed arguments
Added `cs` to code samples.
2019-02-10 10:56:18 -06:00
Chris Langsenkamp
a2e0651d7e Update StateSync.md (#394)
Fixed title capitalization and changed example to OnStartClient instead of Start
2019-02-10 08:44:45 -06:00
Jason
8756f28eac Callback functionality was incorrectly represented (#393)
Callback functionality is achieved through event handling. I've updated the documentation here to better represent a generic SyncList as well as a custom data type.
2019-02-10 08:27:33 -06:00
Paul Pacheco
8d7613b9b6 Source based weaver (#319)
* Example for weaver issue

* Fix #314,  weave assemblies built before the weaver

* Don't need the example anymore

* Update CompilationFinishedHook.cs

* Dont try to load assemblies while they are being modified

* Revert "Weave dll again. Plan B for #314 (#323)"

This reverts commit b20cb4280c.
2019-02-09 18:14:26 +01:00
Paul Pacheco
1249ec25ac Fix #371, NetworkAnimator can support more than 6 variables (#387) 2019-02-08 09:32:36 +01:00
Paul Pacheco
1f712ba901 We don't need to commit mdb files 2019-02-07 17:48:02 -06:00
Paul Pacheco
dc3b767743
Revert "Code style and comment typo fix." (#386)
This reverts commit 1fa099f402.
2019-02-07 10:57:32 -06:00
Chris Langsenkamp
d1626f7842 Add a virtual method that fires on the client right before scene change so devs can implement client-side work / prep / cleanup / visuals / etc. based on what scene is about to be loaded. (#383)
Documentation updates included.
2019-02-07 13:37:54 +01:00
Chris Langsenkamp
f1bdd8620c Update TelepathyTransport.cs (#382)
Added Help URL
2019-02-07 12:26:45 +01:00
rodolphito
c6f2647ec1 Removed false statement. (#380) 2019-02-07 10:14:33 +01:00