Jacob Stove Lorentzen
a394c6e4
Latest Dev and Readme without Vivox
4 年前
UnityJacob
4dc33191
merging in the working plastic branch.
4 年前
GitHub
75340c6c
Merge pull request #5 from Unity-Technologies/mainBranchMergeAndDocs
dev branch merge and docs
4 年前
Thomas Coldwell
c5af4590
Get everything compiling again
4 年前
UnityJacob
5a5209dc
Pulled in latest Renames from Plastic Branch
4 年前
UnityJacob
85de15c7
Updated latest Lobby Rename and Moved Relay allocation to Countdown.
4 年前
UnityJacob
d7613e86
Latest Rename Changes.
4 年前
GitHub
a41d97a0
Merge pull request #7 from Unity-Technologies/dev
Latest class renaming and Doc updates.
4 年前
Jacob Stove Lorentzen
8cbba883
Merging from Dev to fix double-main head issue.
4 年前
Jacob Stove Lorentzen
35c03f04
Bringing in Merge changes to Lobby
4 年前
GitHub
0aa138ef
Merge pull request #9 from Unity-Technologies/master-lobby_merge_resolution-beta_packages_included-public_release_staging
Public Release Structure
4 年前
Jacob Stove Lorentzen
356c8836
Staging/dev should be pretty in-sync
4 年前
nathaniel.buck@unity3d.com
abd52623
Partial progress: Following a trio of Relay+UTP samples, I seem to have something that will bind a transport to Relay and keep the connection open (as evident from the fact that a client can join after what would be the 10s timeout on Relay and successfully get the JoinAllocation, when they wouldn't without keeping the connection open even when binding was correct). However, this current code is very slapdash and sloppy; I'm just committing now as a very rough draft.
4 年前
nathaniel.buck@unity3d.com
85184572
Partial progress - I wanted to verify how to do the data sending before breaking out into another class. This will now send the client's name to the server on connection.
4 年前
nathaniel.buck@unity3d.com
678fd232
Still partial progress. I have a little handoff going where the client identifies itself to the server and the server responds with an ID to use in further communication. However, I don't think that will actually work since all clients would also need those IDs? I can just send the user ID, which takes up more bandwidth but not dramatically so. Also, this pinpoints the heartbeat for keeping the Relay allocation up. I'm trying to pull out all the job system things, since that both seems like an extra layer of complexity that devs would have to learn and it also isn't, like, *actually* used correctly in the sample?
3 年前
nathaniel.buck@unity3d.com
42fe907a
Almost actual progress: This now has the two clients connecting to Relay on join, with the host keeping the allocation alive, and they will send each other changes to their name, emote, and ready immediately.
The code will get some cleanup and renaming, and then there are still plenty more features necessary, including UI work and changes to how Lobby data get used.
3 年前
nathaniel.buck@unity3d.com
d1773d39
Consolidating and renaming for readability. This still represents the baseline Relay + UTP behavior, without removing existing Lobby behavior yet or handling edge cases.
3 年前
nathaniel.buck@unity3d.com
fbb0cb37
Adding inclusion of initial player data to lobby creation/join. Adding logic for Relay hosts to ferry network events from client to client. A bit of progress on changing the flow of user state to account for Relay, but that's still mostly in-progress. Adding client heartbeat to keep the UTP connection alive.
3 年前
nathaniel.buck@unity3d.com
5fa60706
Starting to shift responsibility off of lobby. Now, once a player is connected to Relay, the local player data will update from that instead of from the lobby. The data are still written to the lobby currently, however.
A couple renames for clarity are also included.
3 年前
nathaniel.buck@unity3d.com
5a114974
Transitioning data handling to Relay, so Lobby will only be responsible for the data useful for getting players into the lobby. I'm also fixing a bug where the lobby list heartbeat would never stop.
3 年前
nathaniel.buck@unity3d.com
90d3890c
Completing the game state shift from lobby to relay. This adjusts the countdown to be interruptible and to properly handle exiting the game and restarting it. I'm also starting to trim a bit from the GameStateManager and the main scene, though most of that is pending.
3 年前
nathaniel.buck@unity3d.com
2a376941
Cleaning up some of the lobby state so that leaving and rejoining/creating new lobbies works properly. Oh, also, I forgot to remove the ArePlayersReadyTime from the lobby, and also had a minor bug with the lobby heartbeat.
3 年前
nathaniel.buck@unity3d.com
2689dab6
Adding in a color field to the lobbies, and the ability to filter by color in the lobby list. I still need to ensure the additional UI works for arbitrary aspect ratios.
3 年前
nathaniel.buck@unity3d.com
363b2f50
Merging the UTP changes.
3 年前
nathaniel.buck@unity3d.com
265c2b37
Adding logic to supply the relay allocation and join code to a lobby, to enable automatic disconnect (i.e. if relay disconnects a player, the lobby detects that and also disconnects the player). It doesn't currently *work* but I'm working with the lobby team to see why, since as far as I'm aware it should be working with what I have.
3 年前
nathaniel.buck@unity3d.com
f98fd886
Addressing most minor points from Thomas' feedback that needed actual work. Doesn't address: When the host pushes player data, it also pushes lobby data even if there aren't changes. There was some inconsistent issue with clients being unable to press the Join button. Tests need to be cleaned a bit before release.
3 年前
nathaniel.buck@unity3d.com
42535b51
Tidying a bit, especially the tests. Removing uninformative tests and adding a little context. Removing a couple test-only methods.
3 年前
nathaniel.buck@unity3d.com
2f8b1cfa
Merge from rename/cleanup branch.
3 年前
Jacob Stove Lorentzen
eea9277d
Merged in latest staging for doc image capture
3 年前
nathaniel.buck@unity3d.com
454c8146
Adding comments and doing minor renames for clarity.
3 年前
Jacob Stove Lorentzen
cb8feefa
Merging Code clarity and Rename pass.
3 年前
Jacob Stove Lorentzen
4e514938
Testing merge on this branch
3 年前
Jacob Stove Lorentzen
e7ddbab9
Cooldown for Lobby Requests - Preventing Confusing errors due to User impatience.
3 年前
nathaniel.buck@unity3d.com
e9163795
Oh, I found one of the bits that had been modified in mainScene instead of the JoinCreateCanvas prefab; Looks like the assignment of Hide on the join button OnSelect wasn't made to the prefab.
3 年前
Jacob Stove Lorentzen
b536a7a4
Merging in Cooldown for Lobby Buttons.
3 年前
Jacob Stove Lorentzen
ebefab4b
Brought in latest Bug fixes and Updates
3 年前
nathaniel.buck@unity3d.com
b9db2078
Adding in rate limit events for query operations. Now, the refresh button will be disabled while within the rate limit cooldown, and the lobby data refresh follows it as well (which it did previously, but it was less clear).
3 年前
nathaniel.buck@unity3d.com
691a48ab
Adding rate limit behavior for the Join button, so it will also fade while within the rate limit for joining lobbies.
Seems like at some point here, I've lost all non-manual list refreshing except when coming from the main menu? I.e. when quitting a lobby, the list doesn't refresh, since it's still within the rate limit for the lobby but we don't (and shouldn't?) cache the refresh call for the list.
3 年前
nathaniel.buck@unity3d.com
20603d75
Quick change to have the lobby list refresh upon returning from a lobby, as though entering from the main menu. Since we constantly query while in the lobby, the rate limit could interfere, so there's now logic to wait if needed.
3 年前
nathaniel.buck@unity3d.com
a8327179
Ugh, I'm just getting really lost in this merge. Just gonna check this in reaaaal quick since this seems to be nearly correct and then make adjustments. It appears I no longer have the issue where it recurses forever and crashes, but it's not *quite* right on the Join menu refreshing logic.
3 年前
nathaniel.buck@unity3d.com
abcdd61e
Fixing issue with an infinite loop if an enqueued operation continued to enqueue itself on execution.
3 年前
Jacob Stove Lorentzen
de763b1a
LogHandling seperation start
3 年前
nathaniel.buck@unity3d.com
83ae4c80
Just some comments/renames from developer feedback.
3 年前
nathaniel.buck@unity3d.com
9785bf7e
Merging the rate limit handling branch.
3 年前
Jacob Stove Lorentzen
3f26c715
PopUI CR changes applied
3 年前
Jacob Stove Lorentzen
aabd0373
3 年前
Jacob Stove Lorentzen
140c3348
Merged in latest from Staging
3 年前
nathaniel.buck@unity3d.com
fb2375da
Updating LobbyAPIInterface to match changes to the Lobby API from the package. Consolidating a little async behavior between Lobby and Relay.
3 年前
nathaniel.buck@unity3d.com
899c1d93
Validated a couple notes from the previous changeset. Removed error code from the lobby list query since we no longer are provided the HTTP error code directly.
3 年前
Jacob Stove Lorentzen
221171ef
relay SDK upgrade, removed some redundancies' and brought the publicly available packages out of the Candidates scope.
3 年前
nathaniel.buck@unity3d.com
ea4a1137
Merging the Open_beta_update branch. The behavior for error pop-ups isn't quite done yet, but we've gotten a few other updates and fixes wrapped up with that so we'll just merge this all together now and branch of completion of that task next.
3 年前
Jacob Stove Lorentzen
1a5dccac
Merging in latest from Staging
3 年前
Jacob Stove Lorentzen
b683e72d
Finished UI graphics, begun adding local user data for Muting/Activating/Volume.
3 年前
Jacob Stove Lorentzen
60ca6111
Local User Audio UI hooked into listening for LocalUser.HasVoice.
Added Mute Toggle Button,
Added Volume Button
3 年前
Jacob Stove Lorentzen
17997ced
Merging in Relay SDK Update.
3 年前
Jacob Stove Lorentzen
c06c142d
addressed CR comments.
3 年前
nathaniel.buck@unity3d.com
cfa8d7ab
Adding in Vivox package. There is now a basic voice channel while in a lobby, but not yet volume controls or other Vivox features. (There are some TODOs of details to follow up on as well.)
3 年前
Jacob Stove Lorentzen
db92ac88
Updating main branch to latest Lobby and relay SDK
3 年前
GitHub
ab507ae5
Merge pull request #10 from Unity-Technologies/master
plastic-dev-master to github main
3 年前
nathaniel.buck@unity3d.com
6ce074b5
Merge from the Vivox UI branch
3 年前
nathaniel.buck@unity3d.com
15c689b7
Nitpick edits from the merged branch.
3 年前
Jacob Stove Lorentzen
db4d0f42
QuickJoin Button and functionality
3 年前
nathaniel.buck@unity3d.com
a685cb09
Adding volume controls and muting, though the actual cross-muting isn't yet working since the Vivox IDs aren't being mapped correctly to our Auth IDs yet.
3 年前
nathaniel.buck@unity3d.com
c218602f
Merge of Vivox UI branch
3 年前
Jacob Stove Lorentzen
91106af8
CR fixes, added comments and removed queuing for quick join.
3 年前
Jacob Stove Lorentzen
49b70c15
Merging in quick join button
3 年前
Jacob Stove Lorentzen
c7e353aa
Vivox Support for Lobby and Relay merge
3 年前
nathaniel.buck@unity3d.com
fc7d77ff
Cleaning out Vivox TODOs. The main thing is shifting the Vivox login and join to do some extra error handling. Waiting to hear on one more issue regarding IChannelSession.Disconnect being called before EndConnect completes, which might be allowing players to stay in the voice channel after leaving a lobby if they mash through the buttons quickly.
3 年前
Jacob Stove Lorentzen
87f68c15
merge in latest Vivox and UI Fixes
3 年前
nathaniel.buck@unity3d.com
3188678f
Merge from vivox_polish branch
3 年前
nathaniel.buck@unity3d.com
fa1b6636
Pull from main/staging
3 年前
GitHub
4954d4e9
Merge pull request #13 from Unity-Technologies/master-staging
Vivox Feature branch
3 年前
Jacob Stove Lorentzen
4f570a1a
Merging LAtest vivox changes to Main
3 年前
nathaniel.buck@unity3d.com
06442dad
Ensuring there will be a means for clients to disconnect themselves if they haven't been approved in a reasonable amount of time.
3 年前
nathaniel.buck@unity3d.com
3b9ddfce
Bugs: Setting LogHandler severity in-editor changes it at runtime. Handling some minor TODOs. Fixing an issue with getting some Vivor errors if disconnecting from a lobby before the Vivox connection completes.
3 年前
Jacob Stove Lorentzen
f9b30e40
Merged in latest bug fixes.
3 年前
nathaniel.buck@unity3d.com
fca424e7
Merging in the "bugs, various" branch
3 年前
nathaniel.buck@unity3d.com
56b3f054
Shoot I forgot to merge in the bugs_various but I was gonna set up smart merge first
3 年前
nathaniel.buck@unity3d.com
1fc7440a
Primary rejection behavior - A host will reject an incoming client if the lobby is already in the in-game state. Clients will now no longer send data until they are approved, but once approved, connection completes as usual.
3 年前
nathaniel.buck@unity3d.com
a1a07b92
Pulling the countdown logic out of the GameManager and the LocalLobby; the latter fixes a bug where the countdown would prevent any lobby changes from being pushed from the host, since every from the LocalLobby's OnChanged event would fire.
3 年前
nathaniel.buck@unity3d.com
10dadd0f
Reordered the MessageTypes and added space for clarity (and ensured none are serialized). Broke up the GameManager OnReceiveMessage a bit for readability.
3 年前
Jacob Stove Lorentzen
0669b238
New Emote Icons.
3 年前
nathaniel.buck@unity3d.com
5e5fb86c
Fix for the issue where a host could continue to make lobby color edits as another client joined and not see the join until afterward: The lobby heartbeat now forces the host to pull every time they push, which they weren't doing previously. This requires a mechanism for ensuring edits that are made between initiating the push and completing the pull are not overwritten when the pull completes.
3 年前
Jacob Stove Lorentzen
4ad4cfa9
Merging in new Art!
3 年前
Jacob Stove Lorentzen
05e13f2f
New UI Art Merge!
3 年前
GitHub
6b94015c
Merge pull request #16 from Unity-Technologies/master
Master UI Merge to Main.
New UI Assets!
3 年前
nathaniel.buck@unity3d.com
ba20852d
Merging from main/staging
3 年前
Jacob Stove Lorentzen
45ad44d6
Disallowing Empty Name Changes
Clearing Join Code Field on return to correctly reflect the code state.
3 年前
nathaniel.buck@unity3d.com
7d08ddb1
Merge from the host_handshake branch
3 年前
Jacob Stove Lorentzen
97fab322
Small Whitespace nitpicks, reverted a sneaky change.
3 年前
Jacob Stove Lorentzen
0bccd972
3 年前
Jacob Stove Lorentzen
94ea6209
Merging staging and UI Bugs
3 年前
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
Jacob Stove Lorentzen
70ddfc82
3 年前
GitHub
16ed3868
Merge pull request #18 from Unity-Technologies/master
Master
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
Jacob Stove Lorentzen
a312889d
merging to staging
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
Jacob Stove Lorentzen
f4b5e883
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
abf9da09
Merge from all the NGO minigame branches, together!
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
32435eba
Just a little thing I noticed - There are some editor assets that are creating new LocalLobbies in edit mode. I'll have to root out all of them, but here's one.
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
114ee0ac
Fixed an issue with RelayUtpClient cleanup where its disconnect message wouldn't get through to the host.
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
684cd853
Merge from NGO cleanup branch
3 年前
nathaniel.buck@unity3d.com
8816a3db
Merge from staging. This breaks behavior for this fix, will investigate.
3 年前
nathaniel.buck@unity3d.com
8c5a2c63
I thought this had been working correctly with the initial changes, but I guess not? Anyway, adding a frame delay from the RelayUtpClient's Disposal before Destroying it to ensure the disconnect message reaches the host.
3 年前
nathaniel.buck@unity3d.com
7734e73f
Merge from the when_player_leaves branch.
3 年前
Jacob Stove Lorentzen
f63b493c
Brought in latest staging changes.
3 年前
Jacob Stove Lorentzen
c75c5377
Merging in the Glyph Game and additional bug fixes.
3 年前
GitHub
bb8832a3
Merge pull request #21 from Unity-Technologies/master
Master
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
28ad491f
First working Wire implementation
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
02574016
Working wire implementation (Only passes the lobby color, and relay code around)
3 年前
Jacob Stove Lorentzen
1da4acd8
clarified pullUpdate naming and added an error catch.
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
Ben Randall
b6a47b6d
Add ParrelSync to sample
Show how to use ParrelSync with automatic user switching for clones.
2 年前
GitHub
490c82ed
Merge pull request #32 from Unity-Technologies/master-staging
fix: latest prod packages
2 年前
Jacob Stove Lorentzen
31068570
Switched LobbyAsyncRequests and its implemenations over to async Tasks
Started Deprecating/merging the LobbyAPIInterface into LobbyAsyncRequests
Converted DoRequest unit tests.
3 年前
Jacob Stove Lorentzen
dbb69d28
saving Wire implementation before tearing it outw
3 年前
Jacob Stove Lorentzen
df835641
Removed Wire use and Listeners.
Changed Heartbeatloop to be self-contained to the LobbyAsync implementation
Changed UpdateLoop in LobbyContentUpdater to a repeating task.
3 年前
Jacob Stove Lorentzen
abc179d2
Removed LobbyAPIInterface completely.
Re-hooked up polling loop to LobbyContentUpdater
3 年前
Jacob Stove Lorentzen
30f2fd8b
Added Parrelsync and updated Service intializastion to use profiles based on what clone we are in.
3 年前
Jacob Stove Lorentzen
96727d5b
Game Manager as a Singleton
3 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.
3 年前
Jacob Stove Lorentzen
6702d4b4
Renamed AuthenticationManager to Auth to avoid conflct with a System API
Reframed the LobbyManager to maintain the life cycle of the remote Lobby.
-Is now responsible for maintaining the reference to the latest cache of the remote Lobby,
-Will automatically set up the heartbeat for host,
-Also Works to prevent RateLimit Errors by creating cooldowns for each Lobby API Call
-Adjusted Roundtrip tests accordingly.
Moved Data synchronizastion to LobbySynchronizer
-Checks for local and remote changes and pushes/pulls player and lobby data accordingly.
3 年前
Jacob Stove Lorentzen
567ddd9b
Removed remaining relay changes from synchronizer.
BUG Can't see the Lobby?
BUG Players dont update their state.
3 年前
Jacob Stove Lorentzen
9a25d84e
Removed Relay related user synch limiting behaviour in LobbyUser. Synching is all done in LobbySynchronizer.
Renamed Multiple previous callback methods in GameManager to a more future-tense version.
Removed all magic strings from LobbyConverters to cached nameof() constants.
3 年前
Jacob Stove Lorentzen
04cf2cf7
Stopping point. for converting Lobby to non-observer.
3 年前
Jacob Stove Lorentzen
cf8e07d7
Brought in latest GA packages and made sure we have working game and relay.
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
3 年前
Jacob Stove Lorentzen
7e47c4ab
Stopping POint
2 年前
Jacob Stove Lorentzen
de17cb80
Renamed AuthenticationManager to Auth to avoid conflct with a System API
Reframed the LobbyManager to maintain the life cycle of the remote Lobby.
-Is now responsible for maintaining the reference to the latest cache of the remote Lobby,
-Will automatically set up the heartbeat for host,
-Also Works to prevent RateLimit Errors by creating cooldowns for each Lobby API Call
-Adjusted Roundtrip tests accordingly.
Moved Data synchronizastion to LobbySynchronizer
-Checks for local and remote changes and pushes/pulls player and lobby data accordingly.
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
affdbccc
WIP Integrating Wire
2 年前
Jacob Stove Lorentzen
ec24566e
fix: Back to working 1-player lobby without relay lobby
2 年前
Jacob Stove Lorentzen
e9517ac6
WIP: simplifying Lobby SDK calls.
2 年前
UnityJacob
5abfd865
Merge remote-tracking branch 'origin/master-staging-wire_implementation' into master-staging-2021_Upgrade-Async_Refactor
# Conflicts:
# Assets/Scripts/GameLobby/Game/GameManager.cs
# Assets/Scripts/GameLobby/Game/LocalLobby.cs
# Assets/Scripts/GameLobby/Relay/RelayUtpSetup.cs
2 年前
UnityJacob
3ac97939
WIP: Custom Player Data
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
d9767fc6
fix : color, entry and double calls.
-Updated the Rate limiting code to use similar design to the service one
-Fixed colors not appearing for filters (filtering still does not work)
-Fixed Emotes sticking after leaving and joining lobbies
-Fixed double-calls using the Toggles.
-Fixed Lobby Player Entry Init
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
51e82ee2
fix : Updated Lobby Package to Official Wire support
- Currently finding a bug where a rejoining player can lose their connection to wire.
2 年前
UnityJacob
ab92c9fe
fix : clarified some naming
2 年前