mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 19:10:32 +00:00
7e7683766f
* 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.
994 B
994 B
NetworkLobbyPlayer
The Network Lobby Player stores per-player state for the Network Lobby Manager while in the lobby. When using this component, you need to write a script which allows players to indicate they are ready to begin playing, which sets the ReadyToBegin property.
A GameObject with a Network Lobby Player component must also have a Network Identity component. When you create a Network Lobby Player component on a GameObject, Unity also creates a Network Identity component on that GameObject if it does not already have one.
- Show Lobby GUI
Enable this to show the developer GUI for players in the lobby. This UI is only intended to be used for ease of development. This is enabled by default. - Ready To Begin
Enable this to have lobby players automatically be set to Ready. - Network Sync Interval
The rate at which information is sent from the Network Lobby Player to the server.