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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
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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 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
GameStateManager.cs.meta Latest Dev and Readme without Vivox 4 年前
LobbyServiceData.cs Latest Rename Changes. 4 年前
LobbyServiceData.cs.meta Latest Dev and Readme without Vivox 4 年前
LobbyServiceDataObserver.cs Pulled in latest Renames from Plastic Branch 4 年前
LobbyServiceDataObserver.cs.meta Latest Dev and Readme without Vivox 4 年前
LobbyUser.cs 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
LobbyUser.cs.meta Latest Dev and Readme without Vivox 4 年前
LobbyUserObserver.cs Pulled in latest Renames from Plastic Branch 4 年前
LobbyUserObserver.cs.meta Latest Dev and Readme without Vivox 4 年前
LocalGameState.cs Pulled in latest Renames from Plastic Branch 4 年前
LocalGameState.cs.meta Latest Dev and Readme without Vivox 4 年前
LocalGameStateObserver.cs Pulled in latest Renames from Plastic Branch 4 年前
LocalGameStateObserver.cs.meta Latest Dev and Readme without Vivox 4 年前
LocalLobby.cs 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
LocalLobby.cs.meta Latest Dev and Readme without Vivox 4 年前
LocalLobbyObserver.cs Bringing in Merge changes to Lobby 4 年前
LocalLobbyObserver.cs.meta Latest Dev and Readme without Vivox 4 年前
ServerAddress.cs Pulled in latest Renames from Plastic Branch 4 年前
ServerAddress.cs.meta Latest Dev and Readme without Vivox 4 年前