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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. 3 年前
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LobbyAPIInterface.cs 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
LobbyAPIInterface.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyAsyncRequests.cs 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
LobbyAsyncRequests.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyContentHeartbeat.cs 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. 3 年前
LobbyContentHeartbeat.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyListHeartbeat.cs Bringing in Merge changes to Lobby 3 年前
LobbyListHeartbeat.cs.meta Latest Dev and Readme without Vivox 3 年前
ReadyCheck.cs Bringing in Merge changes to Lobby 3 年前
ReadyCheck.cs.meta Latest Dev and Readme without Vivox 3 年前
ToLocalLobby.cs 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. 3 年前
ToLocalLobby.cs.meta Latest Dev and Readme without Vivox 3 年前