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adding components refs to index (#757)
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README.md

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@@ -64,7 +64,9 @@ See [ART_NOTES.md](Documentation/ART_NOTES.md) for more information on the art o
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* Client side input tracking before an action (archer AOE) - OnStartClient() in [Assets/Scripts/Gameplay/Action/ConcreteActions/AOEAction.cs ](Assets/Scripts/Gameplay/Action/ConcreteActions/AOEAction.cs)
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* Time based action (charged shot) - [Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.cs ](Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.cs)
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* Object parenting to animation - [Assets/Scripts/Gameplay/Action/ConcreteActions/PickUpAction.cs ](Assets/Scripts/Gameplay/Action/ConcreteActions/PickUpAction.cs)
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* Physics object throwing - [Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs ](Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs)
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* Physics object throwing (using NetworkRigidbody) - [Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs ](Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs)
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* NetworkAnimator usage - All actions, in particular [Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.cs](Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.cs)
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* NetworkTransform local space - [Assets/Scripts/Gameplay/GameplayObjects/ServerDisplacerOnParentChange.cs](Assets/Scripts/Gameplay/GameplayObjects/ServerDisplacerOnParentChange.cs)
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* Dynamic imp spawning with portals - [Assets/Scripts/Gameplay/GameplayObjects/ServerWaveSpawner.cs ](Assets/Scripts/Gameplay/GameplayObjects/ServerWaveSpawner.cs)
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* In scene placed dynamic objects (imps) - [Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetworkObjectSpawner.cs ](Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetworkObjectSpawner.cs)
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* Static objects (non-destroyables like doors, switches, etc) - [Assets/Scripts/Gameplay/GameplayObjects/SwitchedDoor.cs](Assets/Scripts/Gameplay/GameplayObjects/SwitchedDoor.cs)

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