nathaniel.buck@unity3d.com
86d76a0f
Updating the UTP package to pre-.9, which fixes the aforementioned bug with the Roslyn analyzers.
3 年前
nathaniel.buck@unity3d.com
f28bb4b7
Package update. Note that for UTP 1.0.0-pre.8 there's an editor bug in 2020.3 where code analysis will fail compilation. The workaround is to disable Roslyn analyzers in the Project Settings; this should be fixed in a few weeks.
3 年前
nathaniel.buck@unity3d.com
9ac29e68
Merging a Messenger fix.
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
26cfa9d6
Adding in BSP generation to select spawn positions for the symbols.
3 年前
nathaniel.buck@unity3d.com
deb8c877
Minor cleanup, folder rename.
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
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
643c4789
Merging in the Messenger fix
3 年前
nathaniel.buck@unity3d.com
12a7518e
Adding a basic intro to the minigame.
3 年前
nathaniel.buck@unity3d.com
120aeb08
Changing the InGame namespace/directory to NGO for clarity.
3 年前
nathaniel.buck@unity3d.com
3ab83828
Oh, just removing the starfield prefab since it's only used in the InGameLogic prefab.
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
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
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
3aca367d
Removing the use of Relay to transmit the NGO relay code.
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