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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. 3 年前
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EmoteType.cs 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
EmoteType.cs.meta 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
GameStateManager.cs 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. 3 年前
GameStateManager.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyServiceData.cs Latest Rename Changes. 3 年前
LobbyServiceData.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyServiceDataObserver.cs Pulled in latest Renames from Plastic Branch 3 年前
LobbyServiceDataObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyUser.cs 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
LobbyUser.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyUserObserver.cs Pulled in latest Renames from Plastic Branch 3 年前
LobbyUserObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalGameState.cs Pulled in latest Renames from Plastic Branch 3 年前
LocalGameState.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalGameStateObserver.cs Pulled in latest Renames from Plastic Branch 3 年前
LocalGameStateObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalLobby.cs Bringing in Merge changes to Lobby 3 年前
LocalLobby.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalLobbyObserver.cs Bringing in Merge changes to Lobby 3 年前
LocalLobbyObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
ServerAddress.cs Pulled in latest Renames from Plastic Branch 3 年前
ServerAddress.cs.meta Latest Dev and Readme without Vivox 3 年前