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Dec 13, 2022
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6 changes: 5 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -168,6 +168,7 @@ Running the game over internet currently requires setting up a relay.
* Character movements - [Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs](Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs)
* Client driven movements - Boss Room is server driven with anticipation animation. See [Client Driven bitesize](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Basic/ClientDriven) for client driven gameplay
* Player spawn - SpawnPlayer() in [Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs](Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs)
* Player camera setup (with cinemachine) - OnNetworkSpawn() in [Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs](Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs)

### Game Flow
* Application Controller - [Assets/Scripts/ApplicationLifecycle/ApplicationController.cs ](Assets/Scripts/ApplicationLifecycle/ApplicationController.cs)
Expand All @@ -180,7 +181,9 @@ Running the game over internet currently requires setting up a relay.
### Connectivity
* Disconnecting every client with reason - OnUserRequestedShutdown() in [Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs ](Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs)
* Connection approval with reason sent to the client when denied - ApprovalCheck() in [Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs ](Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs)
* Connection state machine - [Assets/Scripts/ConnectionManagement/ConnectionManager.cs ](Assets/Scripts/ConnectionManagement/ConnectionManager.cs) <br> [Assets/Scripts/ConnectionManagement/ConnectionState/](Assets/Scripts/ConnectionManagement/ConnectionState/)
* Connection state machine with error handling - [Assets/Scripts/ConnectionManagement/ConnectionManager.cs ](Assets/Scripts/ConnectionManagement/ConnectionManager.cs) <br> [Assets/Scripts/ConnectionManagement/ConnectionState/](Assets/Scripts/ConnectionManagement/ConnectionState/)
* UTP setup for IP - ConnectionMethodIP in [Assets/Scripts/ConnectionManagement/ConnectionMethod.cs](Assets/Scripts/ConnectionManagement/ConnectionMethod.cs)
* UTP setup for Relay - ConnectionMethodRelay in [Assets/Scripts/ConnectionManagement/ConnectionMethod.cs](Assets/Scripts/ConnectionManagement/ConnectionMethod.cs)
* Session manager - [Packages/com.unity.multiplayer.samples.coop/Utilities/Net/SessionManager.cs ](Packages/com.unity.multiplayer.samples.coop/Utilities/Net/SessionManager.cs)
* RTT stats - [Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs](Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs)

Expand All @@ -190,6 +193,7 @@ Running the game over internet currently requires setting up a relay.
* Relay Join - StartClientLobby() in [Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs ](Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs)
* Relay Create - StartHostLobby() in [Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs ](Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs)
* Authentication - EnsurePlayerIsAuthorized() in [Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs ](Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs)
* Profile manager for ParrelSync and local play [Assets/Scripts/Utils/ProfileManager.cs](Assets/Scripts/Utils/ProfileManager.cs)

### Tools and Utilities
* Networked message channel (inter-class and networked messaging) - [Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs](Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs)
Expand Down