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README.md


### Closed Beta - 7/14/21
Lobby and Relay are **only** available in closed beta at the moment, to use these services you will need to have signed up here for the services to show in your Organization: https://create.unity3d.com/relay-lobby-beta-signup
Lobby and Relay are **only** available in closed beta at the moment. To use these services, you will need to have signed up here for the services to show in your organization: https://create.unity3d.com/relay-lobby-beta-signup
This is a Unity Project Sample showing how to integrate Lobby and Relay into a typical Game Lobby experience.
This is a Unity project sample showing how to integrate Lobby and Relay into a typical game lobby experience.
Features Covered:
- Lobby Creation

[Organization Tutorial](https://support.unity.com/hc/en-us/articles/208592876-How-do-I-create-a-new-Organization-)
Then, in the Unity Editor, open Services > General Settings to create a cloud project ID (or link to an existing one) to associate the Unity project with your organization.
We use the lobby service to create a space that our users can join and share data through.
We use the Lobby service to create a space that our users can join and share data through.
[Lobby Overview](http://documentation.cloud.unity3d.com/en/articles/5371715-unity-lobby-service)

We use the Relay service to obfuscate the Hosts' IP, while still allowing them to locally host strangers.
We use the Relay service to obfuscate the hosts' IP, while still allowing them to locally host strangers.
[Relay Overview](http://documentation.cloud.unity3d.com/en/articles/5371723-relay-overview)

### Setup
For either one, select "About & Support => Get Started"
For either one, select "About & Support => Get Started."
**Closed Beta Only**

*If you still cannot find the package namespaces, ensure the Assets/Scripts/LobbyRelaySample.asmdef is referencing the packages.*
Follow the steps until you hit "Lobby/Relay On"
Follow the steps until you reach "Lobby/Relay On."
Create a new Unity Build of the project in the OS of your choice.
Because the Authentication service creates a unique ID for builds, you will need to host a lobby in Build and join in Editor or vice versa.
Create a build of the project in the OS of your choice.
The Authentication service creates a unique ID for builds, so you may run a build and the Editor at the same time to represent two users.
1. Start the game, and hit start to enter the Room List. This Queries the rooms service for available Lobbies, there wont be any right now.
1. Enter Play mode, and select Start to open the lobby list. This queries the Lobby service for available lobbies, but there are currently none.
2. The Create Menu Lets you make a new Lobby.
2. The Create menu lets you host a new lobby.
3. This is the Lobby, It has a Room code for you to share with your friends to allow them to join.
For demonstration purposes we also show the Relay Code, which will be passed to all users in the Lobby.
3. This is the lobby. It has a shareable lobby code to allow other users to join directly.
For demonstration purposes, we also show the Relay code, which will be passed to all users in the lobby.
4. Open the second game instance in Editor or in Build, you should now see your Lobby in the list.
4. Run your build, and as this second user, you should now see your lobby in the list.
5. The Lobby holds up to 4 players and will pass the Relay code once all the players are ready.
5. The lobby holds up to 4 users and will pass the Relay code once all the users are ready. Changes to a user's name or emote will appear for other users after a couple seconds.
6. The countdown will start after the rooms data synch has completed. (It is a little slow due to our refresh rate being low at the moment)
6. Once the lobby host has received a ready signal from all users, it will send out a countdown, and all users will enter a simultaneous countdown before connecting to Relay.
7. The relay service IP gets passed to all users in the lobby, and this is where you would connect to a server, if you had one.
7. An anonymous IP from the Relay service is passed to all users in the lobby, at which point your game logic could connect them to a server and begin transmitting realtime data.
![InGame!](~Documentation/Images/tutorial_7_ingame.png?raw=true)
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