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68.gitignore
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4CHANGELOG.md
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4CONTRIBUTING.md
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5LICENSE.md
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175README.md
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4workspace.mel
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8Assets/Audio.meta
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313Assets/Audio/Clips/Footsteps01.wav
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1001Assets/Audio/Clips/InGameMusic01.ogg
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148Assets/Audio/Clips/MovementClothes01.wav
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272Assets/Audio/Clips/UI-select01.wav
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31Assets/Audio/Sounddefs/Drone_Dull.asset
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40Assets/Audio/Sounddefs/JumpStart.asset
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33Assets/Audio/Sounddefs/Land.asset
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31Assets/Audio/Sounddefs/WeaponFire.asset
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8Assets/BuildSettings.meta
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27Assets/BuildSettings/Base.buildsettings
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10Assets/BuildSettings/Base.buildsettings.meta
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9Assets/BuildSettings/Client.buildsettings
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10Assets/BuildSettings/Client.buildsettings.meta
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12Assets/BuildSettings/Linux-Server.buildsettings
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10Assets/BuildSettings/Linux-Server.buildsettings.meta
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12Assets/BuildSettings/OSX-Client-LiveLink.buildsettings
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10Assets/BuildSettings/OSX-Client-LiveLink.buildsettings.meta
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12Assets/BuildSettings/OSX-Client.buildsettings
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10Assets/BuildSettings/OSX-Client.buildsettings.meta
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16Assets/BuildSettings/OSX-Server-LiveLink.buildsettings
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10Assets/BuildSettings/OSX-Server-LiveLink.buildsettings.meta
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12Assets/BuildSettings/OSX-Server.buildsettings
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10Assets/BuildSettings/OSX-Server.buildsettings.meta
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9Assets/BuildSettings/Server.buildsettings
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10Assets/BuildSettings/Server.buildsettings.meta
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12Assets/BuildSettings/Win-Client-LiveLink.buildsettings
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10Assets/BuildSettings/Win-Client-LiveLink.buildsettings.meta
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12Assets/BuildSettings/Win-Client.buildsettings
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10Assets/BuildSettings/Win-Client.buildsettings.meta
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16Assets/BuildSettings/Win-Server-LiveLink.buildsettings
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10Assets/BuildSettings/Win-Server-LiveLink.buildsettings.meta
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12Assets/BuildSettings/Win-Server.buildsettings
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10Assets/BuildSettings/Win-Server.buildsettings.meta
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8Assets/DiffusionProfiles.meta
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# Based on https://github.com/github/gitignore/blob/master/Unity.gitignore |
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# Unity generated directories |
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/Library/ |
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/Temp/ |
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/Obj/ |
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/build/ |
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/Build/ |
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/Builds/ |
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/Logs/ |
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/MemoryCaptures/ |
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# game.log (should be written to /Logs/ instead) |
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/game.log |
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# Visual Studio cache directory |
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.vs/ |
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# Gradle cache directory |
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.gradle/ |
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# Autogenerated VS/MD/Consulo solution and project files |
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ExportedObj/ |
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.consulo/ |
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*.csproj |
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*.unityproj |
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*.sln |
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*.suo |
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*.tmp |
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*.user |
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*.userprefs |
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*.pidb |
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*.booproj |
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*.svd |
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*.pdb |
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*.mdb |
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*.opendb |
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*.VC.* |
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# Unity3D generated meta files |
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*.pidb.meta |
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*.pdb.meta |
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*.mdb.meta |
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# Unity3D generated file on crash reports |
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sysinfo.txt |
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# Builds |
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*.apk |
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*.unitypackage |
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# Crashlytics generated file |
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crashlytics-build.properties |
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# Vim swap files |
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*.swp |
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# JetBrains IDE |
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/.idea/ |
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# Visual Studio Code |
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/.vscode/ |
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# macOS Desktop Services Store |
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.DS_Store |
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# Git Merge artifacts |
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*.orig |
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# Changelog |
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## [0.1.0] - 2019-12 |
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- First public release |
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# Contributing |
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This project is still under heavy internal development so it is not possible |
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for us to take in PRs for now. |
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Copyright (c) 2019 Unity Technologies ApS |
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Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). |
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Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. |
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# DOTS Sample |
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## Overview |
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The purpose of this project is to test and demonstrate the new packages from |
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the Unity DOTS tech stack in a single place. Currently, the major ones are: |
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* Animation for DOTS |
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* Unity Transport and Unity NetCode |
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* Unity Physics |
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* Entities with conversion workflow and Unity Live Link |
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* Hybrid Renderer (HDRP) |
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## Supported platforms, requirements and Unity versions |
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Currently the project supports these: |
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``` |
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Unity: 2019.3.0f1 |
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Platforms: Windows and MacOS |
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``` |
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***Note*** This project is using the Burst compiler and for now you need to make |
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sure you have the following prerequisites: https://docs.unity3d.com/Packages/com.unity.burst@1.2/manual/index.html#burst-aot-requirements |
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***Known issue***: Be aware that with MacOS 10.15 there is a known crash on certain |
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MacBook Pro's (e.g. the 2015 model). This will take down the entire OS so |
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recommend you either use an older version of MacOS or wait until this has |
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been resolved. |
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## Opening the project for the first time |
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The following steps should bring you to a state where you can run the |
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game in the editor, build standalone players as well as servers and see |
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live link in action. |
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* Get the right version of Unity. (see above) |
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* Open the project. After import, go to `Assets/Scenes/` |
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and open a scene, e.g. `Whitebox_Arena_A/Whitebox_Arena_A.unity` |
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* You can now enter play mode and should be able to play the game. |
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* Opening |
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the window "Multiplayer > PlayMode Tools" give you options for what happens |
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when you enter play mode. By default it will say "Client and Server" which |
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means that play mode will host two worlds, a client and a server. |
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We will get back to more of these options, but for now you can try requesting a few |
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"thin clients". If you put a (not too big!) number in the "Num Thin Clients" field |
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before entering play mode, you should get a bunch of 'dumb bots' clients |
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that simply run around in circles and shoot. |
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* ***Known issue***: The option "Num Clients" is not working properly at this time. |
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## Making stand alone builds |
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* ***Note*** There is some automation to help doing these steps on a daily |
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basis (check out A2 > Windows > Launch Window) but it is useful to know what |
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happens under the hood, so this guide shows the manual steps. |
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* To make a standalone build, locate Assets/BuildsSettings folder in the Project |
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tab and select `Win-Server` or `OSX-Server` depending on your OS. In the |
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Inspector window, change the drop-down button at the top to "Build" and press |
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it to generate a standalone server build. Do the same with `Win-Client` / |
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`OSX-Client`. |
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* ***Known Issue***: Make sure the scene you have open when you do this have no unsaved |
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modification. If it has, build will fail. |
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* Once both have been built, the next steps will spin up a server and launch |
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a client and connect to it. Use Explorer (Win), Finder (OSX) or a command prompt |
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to locate the builds. They are found in a folder called `build` next to your |
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`Assets` folder. |
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* Launch the server executable. You should see the game console open (toggle |
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it using F1). On the console, type `serve whitebox_basic_a`. The server |
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will load the level and be ready to accept connections. |
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* Launch the client executable. On the console type `connect localhost` to |
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connect the client to the server. |
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* ***Known Issue***: On MacOS there will be HUD and black screen only shown on the client |
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for up to 10 minutes the first time the game is launched. (If you press esc and open the |
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settings menu for the game, switching to Low graphics quality setting might clear this up |
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and save you the wait!) |
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* You can connect more clients; and if you want to do some automation, |
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arguments passed to the standalone players with the prefix `+` will be |
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executed on the console, so for example (on Windows) `DotsSample.exe +serve whitebox_arena_a` |
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can be used to start a server that is hosting a game on whitebox_arena_a. |
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## Making stand alone builds for use with Live Link |
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***Note*** The live link feature is still at an early stage. Currently you need to use a |
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special set of build configurations when making standlone builds. The following steps will |
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show you the live link in action. |
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* Make builds using the Win-Server-LiveLink resp. Win-Client-LiveLink buildsettings. |
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* Open the scene you want to play in the editor, e.g. whitebox_arena_a. Select one of the |
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subscenes, e.g. 020_Environment and click "Edit". |
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* Launch the livelink standalone server and type `serve whitebox_arena_a`. Launch livelink |
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standalone client and connect to server. |
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* Move some stuff around in the editor etc. |
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***Known issue*** Currently, when you open a subscene in the editor while livelink player is |
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attached, all the entities in that scene is 'recreated' so they get a new entity id. This means |
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any references your code might hold to those entities will become invalid. This will be fixed |
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in the future. For now this means, that you cannot successfully open the scene |
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`PrefabAssetRegistry` in this project while the player is running. |
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***Known issue*** Sometimes the connection between the live link player and the editor will not succeed. The player will say `Initializing live link` but not get |
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any further. A workaround, until this is fixed, is to reboot the machine. |
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## A few remarks on multiplayer testing |
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* If you want to use the editor as either a client or a server, the Multiplayer > PlayMode Tools |
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window can be used. By default entering play mode will run a client and a server world. |
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* As an example, you can launch a standalone server. Then in the editor in the PlayMode tools |
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select Client and type `127.0.0.1` as the server it should connect to. When you enter |
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playmode, the editor will now act as a client and connect to the server. |
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* When running as client in the editor, you can access some network stats by opening in a |
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browser the file `ModifiedPackages/com.unity.netcode/Runtime/Stats/netdbg.html` and connect |
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to the editor/client. |
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## Tips for getting better performance in the editor |
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When running the project in the editor, there are a few things you can do to improve |
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the performance. The most impactful is to disable editor attaching (the ability to attach a |
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debugger to the editor). You can do that in Editor > Preferences > External Tools. |
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Also, it is worth turning off Leak detection (Jobs > Leak Detection), Burst checks |
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(Jobs > Burst > Safety ) and the jobs |
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debugger (Jobs > Jobs Debugger). If you do not need to look at the game view and the scene |
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view at the same time, it can also help to close the scene view or put it in a tab behind |
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the game view when in play mode. |
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Be aware that the burst compiler is compiling code in the background so when you enter |
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playmode it can take a while for full performance to be achieved. Turning on Burst timings |
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(Jobs > Burst > Show Timings) will give you a log item for each completed burst code piece. |
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When they stop appearing everything is bursted and performance is as good as it gets. |
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If you prefer, you can also turn on Jobs > Burst > Synchronous Compilation which will wait for |
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all burst compilations to finish before entering play mode. |
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## Caveats and known issues |
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This project represents a snapshot of our efforts to bring many of the new |
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technologies together in a single project. It depends on many packages that are |
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still in experimental stage so there will be API changes as well as changes |
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to best practices going forward from here. |
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In addition, the project history means that parts of the code come from a more |
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'classic' Unity approach and is in the process of being converted to the new |
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programming style of entities etc. |
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Here are some specific examples of areas that are known to be far from the |
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target still: |
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* Overall performance. There are still many areas that need to be optimized. |
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Expect lots of improvements here. |
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* Handling of dynamically spawned assets is rudimentary still. This is why we |
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currently have the temporary solution of keeping the subscene PrefabAssetRegistry |
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in all levels. |
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* This sample is not about visual fidelity and the featureset of the hybrid HDRP |
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rendering is still under development. |
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//Maya 2017 Project Definition |
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workspace -fr "templates" "assets"; |
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workspace -fr "particles" "particles"; |
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Assets/Audio/Clips/Footsteps01.wav
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sampleRateOverride: 44100 |
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compressionFormat: 1 |
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quality: 1 |
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conversionMode: 0 |
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platformSettingOverrides: {} |
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forceToMono: 0 |
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normalize: 1 |
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preloadAudioData: 1 |
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loadInBackground: 0 |
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ambisonic: 0 |
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