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
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
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
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
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
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
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
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
Jacob Stove Lorentzen
d5286095
Added Comments and clarified some class names.
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
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 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.
3 年前
Jacob Stove Lorentzen
abc179d2
Removed LobbyAPIInterface completely.
Re-hooked up polling loop to LobbyContentUpdater
3 年前
Jacob Stove Lorentzen
33b59ac0
SetupIngame removed most callbacks
Removed RelayNGOUtpSetup
3 年前
Jacob Stove Lorentzen
a6f862b2
Small Nitpicks for relay roundtrip and asyncRequests
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
04cf2cf7
Stopping point. for converting Lobby to non-observer.
3 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
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