nathaniel.buck@unity3d.com
5f41201b
Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection.
3 年前
nathaniel.buck@unity3d.com
7e8eeb05
Players have cursors that they control that will collide with symbol objects. On a click, the host checks for proximity to a symbol object and "destroys" one if it was clicked on.
3 年前
nathaniel.buck@unity3d.com
9614d153
Adding logic for displaying an image for each symbol object, and choosing a randomized sequence of symbols. Also adding basic UI for displaying a player's target sequence.
(Known issue that I just found: It looks like having three players doesn't allow one to join. Will investigate.)
3 年前
nathaniel.buck@unity3d.com
834f705a
Apparently the manual list of connected players wasn't updating, so I've switched to just use the NetworkManager's list instead.
3 年前
nathaniel.buck@unity3d.com
e429e5b7
Shifting the target sequence tracking to the host. Adding in scores and UI for them. These both warranted shifting some of the input handling to stay on the host, so that anything that involves validating input and awarding points is serverside.
3 年前
nathaniel.buck@unity3d.com
2e0ba992
Adding logic for correctly disconnecting all players when the game ends, with some esoteric fixes (setting IsLocalSpace for the SymbolObject transforms so the client can interpolate them correctly, ensuring clients are disconnected before the host).
3 年前
nathaniel.buck@unity3d.com
6023d8dc
Missed a comment
3 年前
nathaniel.buck@unity3d.com
775e3c80
Integrating the art assets into the logic. The cursor appears with particles as intended with the correct layering, and the icons appear within the masked space backgrounds.
3 年前
nathaniel.buck@unity3d.com
119e8e33
Switching over to the RelayUnityTransport component, although I'm still using the other Relay allocation to send the NGO relay code so that needs to change. Also note that consecutive games in one lobby fail now, for using the wrong relay code.
3 年前
nathaniel.buck@unity3d.com
3aca367d
Removing the use of Relay to transmit the NGO relay code.
3 年前
nathaniel.buck@unity3d.com
be6ccfbe
Symbols can be clicked on repeatedly now, so if someone mashes they will lose points as expected. I'm also resolving a timing issue that I missed that happened with a single player, where they'd start the game immediately on connection (since all players were connected) but before the SymbolContainer could call Start to subscribe for the game start message.
3 年前
nathaniel.buck@unity3d.com
1041eaf9
Cleaning up with some comments and shifting the RelayNGOUtpSetup to its own file.
3 年前
nathaniel.buck@unity3d.com
120aeb08
Changing the InGame namespace/directory to NGO for clarity.
3 年前
nathaniel.buck@unity3d.com
cf118508
Merge from the NGO minigame cleanup branch. This is partial but stable progress on that front.
3 年前
nathaniel.buck@unity3d.com
12a7518e
Adding a basic intro to the minigame.
3 年前
nathaniel.buck@unity3d.com
3c745e1e
Adding in nameplates to player cursors, so that player names are shown except for that of the local client. Adding a networked data store to live on the server, since we'll need to retrieve the names for the end-of-game UI as well.
3 年前
nathaniel.buck@unity3d.com
ca5164bb
A couple things:
- Fixing the bug with clients having trouble connecting to the host even when getting the necessary data. I again hit that issue with the local lobby pulling before pushing and overwriting data.
- Adding a game end UI that shows the player scores before returning to the lobby. This required modifying data storage on the host to accommodate providing the scores at the end.
3 年前
nathaniel.buck@unity3d.com
26cfa9d6
Adding in BSP generation to select spawn positions for the symbols.
3 年前
nathaniel.buck@unity3d.com
5b2e7b8c
Adding an outro sequence that shows the scores briefly before returning to the lobby. Adding basic UI layering for the minigame assets (target sequence renders over everything, cursors and names render over everything else, etc.).
3 年前
nathaniel.buck@unity3d.com
d2ab33ea
Adding a fix for players sometimes getting booted from the minigame even when successfully connected (I was mismanaging the ClientRPC call that starts the game so that the last client to connect would sometimes receive the begin game message for another player (and then not initialize since it hadn't gotten its connection confirmation yet) and then try to start the game without being in the connected state, even though it was actually connected.)
Fixing an issue I introduced a few changes ago that made the back button from in-game go to the lobby UI even though it quits the lobby.
There are some minor cleanup changes here as well: icon_bg prefab is consolidated into SymbolObject since that's its only usage. Clearing out some TODOs which have been investigated and addressed or obsolesced.
3 年前
nathaniel.buck@unity3d.com
f6d1e31f
Adding in client RPC calls so that clients will run the game end sequence.
3 年前
nathaniel.buck@unity3d.com
684cd853
Merge from NGO cleanup branch
3 年前
nathaniel.buck@unity3d.com
4d694cb8
Instead of the local player seeing the simulated cursor object, they will now instead see just their actual cursor with the same image, to cover up the visual lag a bit. (They can still see the lag happening with the click particles, which should still demonstrate the point.)
3 年前
nathaniel.buck@unity3d.com
d3a2da52
Addressing remaining TODOs (which are all either outdated, handled in other changesets, or captured as a work item). Also addressing a couple compiler warnings -- one to suppress when DTLS isn't available and one for a deprecated Relay API.
3 年前
nathaniel.buck@unity3d.com
8816a3db
Merge from staging. This breaks behavior for this fix, will investigate.
3 年前
Jacob Stove Lorentzen
07363e52
merge and inGameRunner update to use collider for area.
3 年前
nathaniel.buck@unity3d.com
80a98484
Cleaning up some comments for clarity. I've also removed NetworkTransform from the cursor since we're managing the positions with a NetworkVariable, and renamed some methods.
3 年前
nathaniel.buck@unity3d.com
e1d4bfe8
Merge from ngo_more_cleanup branch.
3 年前
nathaniel.buck@unity3d.com
22060da3
Merge again from staging with the ngo_more_cleanup branch.
3 年前
Jacob Stove Lorentzen
f63b493c
Brought in latest staging changes.
3 年前
Jacob Stove Lorentzen
738cecc7
Symbol Clicked death
3 年前
Jacob Stove Lorentzen
61acdcae
death animation for glyphs
3 年前
Jacob Stove Lorentzen
c02f4862
Glyph despawn animations for enemies and yourself.
3 年前
Jacob Stove Lorentzen
9cb780dd
3 年前
Jacob Stove Lorentzen
d5286095
Added Comments and clarified some class names.
3 年前
Jacob Stove Lorentzen
7a207895
Merging in QOL changes.
3 年前
Jacob Stove Lorentzen
e876c95b
NGO Error spam Fix.
-Reduced the amount of NetworkMonobehaviours on the glyphs
-Increased the Queue Limit on the Transport.
3 年前
Jacob Stove Lorentzen
df45474f
Merging in the NGO fix
3 年前
GitHub
3b6a28a2
Merge pull request #24 from Unity-Technologies/master-staging
Quality of Life & Bug Fixes.
3 年前
Jacob Stove Lorentzen
45d2b1ea
3 年前
Jacob
06dea12e
renamed the namespace
Renamed the namespace
added a popup for when the user forgets to input their project settings
3 年前
Jacob Stove Lorentzen
eea9bb46
Unity 2021 upgrade and NGO Update
3 年前
Thiago Wilson Nevares Trindade
c753a3e2
fix: update the usage of Relay API to avoid using deprecated fields
2 年前
GitHub
53b95e47
Merge pull request #31 from Unity-Technologies/fix/updateAPIUsage
fix: update the usage of Relay API to avoid using deprecated fields
2 年前
Jacob Stove Lorentzen
2ea6c8bc
BROKEN ( New NGO NetworkManager pattern causes initialization issues)
Need to solve NetworkManager vs IngameRunnerPrefab race condition.
Ingamerunnerprefab does not seem to get OnSpawned??
3 年前
Jacob
8f1e5aac
Merge branch 'main' into master-staging
2 年前
Jacob Stove Lorentzen
838efe8b
Fixed Glyph game bugs caused by updated packages.
3 年前
Jacob Stove Lorentzen
80021bb5
Adding ParrelSync
3 年前
Jacob Stove Lorentzen
3daae290
Test Scene working, confirming what we knew.
2 年前
Jacob Stove Lorentzen
dbb69d28
saving Wire implementation before tearing it outw
2 年前
Jacob Stove Lorentzen
abc179d2
Removed LobbyAPIInterface completely.
Re-hooked up polling loop to LobbyContentUpdater
2 年前
Jacob Stove Lorentzen
33b59ac0
SetupIngame removed most callbacks
Removed RelayNGOUtpSetup
2 年前
Jacob Stove Lorentzen
a6f862b2
Small Nitpicks for relay roundtrip and asyncRequests
2 年前
Jacob Stove Lorentzen
8a5b5a31
Renamed LobbyUpdater to Lobby Synchronizer.
Removed Identity Service, Replaced with AuthenticationManager
Removed “private” in front of all private fields.
2 年前
Jacob Stove Lorentzen
04cf2cf7
Stopping point. for converting Lobby to non-observer.
2 年前
Jacob Stove Lorentzen
3afa3f3b
Renamed LobbyUser to LobbyPlayer
Renamed ObservedValue to CallbackValue
Started Converting LocalLobby to containing a Lobby
Started converting LobbyPlayer to containing a player
2 年前
Jacob Stove Lorentzen
7e47c4ab
Stopping POint
2 年前
Jacob Stove Lorentzen
2ca155b9
merged in Async teardown
2 年前
Jacob Stove Lorentzen
f73d89e6
WIP: Torn out LobbyUserObserver and LocalobbyObserver.
At least getting local Lobby Changes.
2 年前
Jacob Stove Lorentzen
ec24566e
fix: Back to working 1-player lobby without relay lobby
2 年前
Jacob
e462c1d1
feat : Working Callbacks!!!!
-still need to remove commented out code
2 年前
Jacob
a6fea812
wip : Sending Data to Lobby
2 年前
UnityJacob
a494c1ac
WIP : Stopping point
- unified lobby and player custom data parsing in the LobbyManager
- Fixed a bug pushing the Emote CallbackValue instead of the Emote Value to the lobby
- Currently working on switching to player lists in the UI, and disconnecting them from the Slots in the Cloud
2 年前
UnityJacob
c7ba89bc
feat: working relay share and countdown sync
Starts the Netcode game, runs into a new netcode package related issue
2 年前
UnityJacob
a5704e9b
feat: rest of the lifecycle working
- back button
-Symbol Hints
- Messenger and Locator Reliance removal
2 年前
UnityJacob
a91d6f8a
cleanup : removed redundant infrastructure
2 年前
GitHub
6a10872c
Merge pull request #33 from Unity-Technologies/master-staging
Master staging
2 年前
UnityJacob
92bb0e81
fix : vivox package upgrade
2 年前