- This sample is no longer "Experimental", and it has been moved into the "Basic" folder
- The last page of the "Data/Event Synchronization" tutorial redirects to the "Proximity Checks" tutorial
- Imported TextMeshPro essentials so you don't have to do it
- Updated project to Unity 6
- All inputs are handled through the new Unity Input System
- In-Game UI is now responsive and adapts to screen size
- Replaced 3rd party ParrelSync package with Unity's Multiplayer Play Mode
- Disabled compatibility mode for RenderGraph, as it's going to be deprecated and throws warnings
- Removed runtime network stats monitor from the scene to improve readability
- Removed deprecated visual studio code package
- Updated packages: Rider to 3.0.31, Input System to 1.11.1, Tutorial Framework to 4.0.2, Multiplayer Tools to 2.2.1, Netcode For GameObejcts to 2.0.0, UGUI to 2.0.0, Test Framework to 1.4.5, Universal Render Pipeline to 17.0.3
- Fixed "Build Profile" window not being clickable during the last page of each tutorial
- Added a "Deprecated" folder for samples that are no longer supported
- This sample is now "Deprecated"
- This sample is no longer "Experimental", and it has been moved into the "Basic" folder
- In-game UI now uses UIToolkit instead of UGUI
- Updated README to provide a clear path to the onboarding resources in case a user closed the Tutorial window
- Upgraded project to Unity 6000.0.3f1
- Updated dedicated server packages to 1.1.0
- Updated Netcode For GameObjects version to 1.8.1, and replaced RPCs using the new workflow provided
- Formatted .cs files inside the Bitesize Samples repository to adhere to coding standards (#156) Internal testing job definition files were added in order for internal processes to execute.
- Added local pooling for explosionParticles to optimize performance and showcase built-in pooling component (#167)
- Upgraded to IDE Rider v3.0.28 (#166)
- Upgraded to Unity 2022.3.27f1 (#170)
- upgraded to com.unity.burst v1.8.13
- added com.unity.modules.jsonserialize v1.0.0
- upgraded to com.unity.render-pipelines.core v14.0.11
- upgraded to com.unity.render-pipelines.universal-config v14.0.10
- upgraded to com.unity.shadergraph v14.0.11
- upgraded to com.unity.services.authentication v2.7.4
- upgraded to com.unity.services.qos v1.3.0
- upgraded to com.unity.transport v1.4.1
- upgraded to com.unity.services.core v1.12.5
- Upgraded to Netcode for GameObjects v1.8.1 (#174)
- Upgraded to the newer API for Rpcs, Universal Rpcs
- Upgraded to newer API for Connection Events, OnConnectionEvent
- Reset values and buffs after respawn of ship (#167)
- Upgraded to Netcode for GameObjects v1.8.1 (#164)
- Upgraded to the newer API for Rpcs, Universal Rpcs
- The place of execution for a client's position was moved to ClientNetworkTransform child class, ClientDrivenNetworkTransform. This ensures no race condition issues on a client's first position sync. Server code now modifies a NetworkVariable that client-owned instances of ClientDrivenNetworkTransform use on OnNetworkSpawn to initially move a player
- Upgraded to use NetworkObject.InstantiateAndSpawn() API where appropriate (#173)
- Upgraded to IDE Rider v3.0.28 (#166)
- Upgraded to Unity 2022.3.27f1 (#175)
- com.unity.render-pipelines.core upgraded to v14.0.11
- com.unity.services.authentication upgraded to v2.7.4
- com.unity.services.core upgraded to v1.12.5
- com.unity.services.qos upgraded to v1.3.0
- com.unity.transport upgraded to v1.4.1
- Added Spawner with event executed on Server Start to fix inconsistent ghost ingredients issue (#157)
- Upgraded to IDE Rider v3.0.28 (#166)
- Upgraded to Unity 2022.3.27f1 (#176)
- com.unity.transport upgraded to v1.4.1
- Releasing an Addressables handle on OnDestroy inside Preloading scene to prevent releasing loaded dynamic prefab from memory (#179)
- Upgraded to IDE Rider v3.0.28 (#166)
- Upgraded to Unity 2022.3.27f1 (#169)
- Upgraded to Netcode for GameObjects v1.8.1 (#172)
- Upgraded to the newer API for Rpcs, Universal Rpcs
- Upgraded to the newer API for NetworkObject spawning to use NetworkObject.InstantiateAndSpawn
- Upgraded usage of NetworkManager.OnClientConnectedCallback to the new NetworkManager.OnConnectionEvent
- Optimized NetworkTransform on all networked prefabs so the Clients objects movements are closer to the Host ones (#168)
- Removed the usage of System.Linq across the repository (#146)
- Upgraded to Netcode for GameObjects v1.7.1 (#147)
- Upgraded sample to 2022.3.14f1 LTS (#147)
- Upgraded Samples Utilities package to v1.8.0 (#151)
- Corrected the variables used for initialization of Health and Energy (#150)
- Converted unnecessary ship thrust NetworkVariable to a float (#149)
- Fixed non-host clients not hearing the Fire SFX (#148)
- Upgraded to Netcode for GameObjects v1.7.1 (#147)
- Upgraded sample to 2022.3.14f1 LTS (#147)
- Upgraded Samples Utilities package to v1.8.0 (#151)
- Upgraded to Netcode for GameObjects v1.7.1 (#147)
- Upgraded sample to 2022.3.14f1 LTS (#147)
- Upgraded to Netcode for GameObjects v1.7.1 (#147)
- Upgraded sample to 2022.3.14f1 LTS (#147)
- Upgraded Samples Utilities package to v1.8.0 (#151)
- Upgraded to Netcode for GameObjects v1.6.0 (#134)
- Upgraded sample to 2022.3.9f1 LTS (#134)
- Fixed warnings when spawning new bullets or asteroids by instantiating a new NetworkVariable pre-spawn (#134)
- Upgraded to Netcode for GameObjects v1.6.0 (#134)
- Upgraded sample to 2022.3.9f1 LTS (#134)
- Added a script to handle NetworkObject parent changes on Ingredients to address a bug where Ingredients would not get stuck on client disconnect events (#136)
- Upgraded to Netcode for GameObjects v1.6.0 (#134)
- Upgraded sample to 2022.3.9f1 LTS (#134)
- Fixed loaded status displayed on UI for synchronous prefab spawns inside 05_API Playground Showcasing All Post-Connection Use-Cases scene (#132)
- Upgraded to Netcode for GameObjects v1.6.0 (#134)
- Upgraded sample to 2022.3.9f1 LTS (#134)
- Upgrade to Netcode for GameObjects 1.4.0 (#118)
- Upgraded sample to 2021.3.24f1 LTS (#119)
- Upgraded sample to 2022.3.0f1 LTS (#124)
- Resolved visual bug where the load status of dynamic prefabs on the host was not correct (#111)
- Upgrade to Netcode for GameObjects 1.4.0 (#118)
- Upgraded sample to 2021.3.24f1 LTS (#119)
- Upgraded sample to 2022.3.0f1 LTS (#124)
- Upgraded Samples Utilities version to v2.2.0 (#129)
- Upgrade to Netcode for GameObjects 1.4.0 (#118)
- Upgraded sample to 2021.3.24f1 LTS (#119)
- Upgraded sample to 2022.3.0f1 LTS (#124)
- Upgraded Samples Utilities version to v2.2.0 (#129)
- Upgrade to Netcode for GameObjects 1.4.0 (#118)
- Upgraded sample to 2021.3.24f1 LTS (#119)
- Upgraded sample to 2022.3.0f1 LTS (#124)
- Upgraded Samples Utilities version to v2.2.0 (#129)
- IP address input field text value is now passed into UTP's ConnectionData, allowing for remote IP address hosting (#112)
- Enemy and Player bullet explosion FX are now replicated on clients via ClientRpcs (#113)
- Fixed an error produced when a client disconnected once the host disconnected after the game was complete (#124)
- Removed individual gitignore files for individual projects and added parrelsync clones to root gitignore file (#117)
- Fixed link to old tutorial and clarified supported platforms (#120)
- Readme updated with link to the Dynamic Addressables Network Prefabs sample documentation, and broken links fixed (#106)
- Readme updated with link to the 2D Space Shooter sample documentation, and broken links fixed (#106)
- Readme updated with link to the Client Driven sample documentation, and broken links fixed (#106)
- Readme updated with link to the Invaders samples documentation, and broken links fixed (#106)
- Readme formatting adjustments and broken link fixes (#106) (#108)
Added the Dynamic Addressables Network Prefabs Sample. This sample showcases the available use-cases for the dynamic prefab system, which allows us to add new spawnable prefabs at runtime. This would be useful for games trying to use both Addressables and Netcode for GameObjects (#63) (#94) (#96) (#97) (#98) (#99) (#100) (#101) (#103)
- Resolved issue where the colour of powerups was not displayed correctly (#91)
- Removing warning when spawning powerups (#90). Fixed the order in which powerups were spawned and when their NetworkVariable value was initialized. Now they are spawned beforehand.
- Fixing bullet explosion desync (#89). Bullet explosion vfx were happening too early on clients because of NetworkTransform's interpolation. Bullets are now no longer synchronised by NetworkTransforms and instead only have their velocity set through client rpcs when they are spawned. Since they are no longer interpolated, they are not lagging behind the server and are at the correct position when they receive the despawn message from the server.
- Fix: Broken Reference for Underline Character in Font Asset (#87)
- Upgraded sample to 2021.3.18f1 LTS (#91)
- Readme was updated (#96)
- Added readme banner image (#101)
- Upgraded sample to 2021.3.18f1 LTS (#91)
- Readme was updated (#96)
- Added readme banner image (#101)
- Upgraded sample to 2021.3.18f1 LTS (#91)
- Readme was updated (#96)
- Added readme banner image (#101)
- Readme was updated (#96)
- Changed connection UI to use UI buttons and events instead of OnGUI [MTT-4201] (#60)
- ThirdPersonController starter assets added (#62)
- Uniformize gitignore files (#65)
- Art Pass (#68)
- Anti Aliasing (#72)
- Third Person Character Controller integration with custom IP UI (#66) The sample has been refactored to feature a PlayerPrefab inside NetworkManager that is a networked variant of a prefab from Unity's Starter Assets. Other improvements include:
- Input polling via the new Input System
- Connection UI utilizes UI Toolkit
- Updated to Unity 2021.3.15f1 LTS
- Change URP grading mode to HDR (#73)
- Player Colors (#75)
- UI Art (#69)
- Readme added (#76)
- Upgrade to Netcode for GameObjects v1.2.0 & cleaned up in-scene NetworkVariables (#78)
- Ingredient spawn position offset (#81)
- In-game UI backgrounds (#82)
- Initial position sync fix on owning clients (#85)
- UI Pass using UI Toolkit (#55)
- Uniformize gitignore files (#65)
- 2DSpaceShooter & Invaders 2021.3.15f1 LTS update & Readmes (#77)
- Updating Invaders and 2DSpaceShooter to Netcode for GameObjects v1.2.0 (#84)
- Fixing NotServerException [MTT-4029] (#59)
- Despawning enemies instead of destroying them (#74)
- Updated to Unity 2021.3.15f1 LTS
- 2DSpaceShooter & Invaders 2021.3.15f1 LTS update & Readmes (#77)
- Updating Invaders and 2DSpaceShooter to Netcode for GameObjects v1.2.0 (#84)
A new sample was added named client driven. It focus on client driven movements, networked physics, spawning vs statically placed objects, object reparenting
- Updated to Netcode for GameObjects 1.0.0.
- Player now use ClientNetworkTransform for client driven movement
- Network Manager now uses Unity Transport instead of UNet
- SceneTransitionHandler : now uses the new Scene Manager and Scene Loading events
- InvadersGame : replicated time remaining now uses a RPC instead of a one time synchonized NetworkVariable
- Network behaviour in OnDestroy was moved to OnNetworkDespawn
- Updated to Netcode for GameObjects 1.0.0.
- Player name is no longer static but based on the client id.
- Fixed a bug where explosions from bullet impacts where only visible on the host.
- Fixed a bug where setting the hosts port in the UI wouldn't change the port on which the server was hosted.
- Game - rename all our alien prefabs to have a more generic name, the same principle was applied to our codebase, renamed variables/fields/classes to something more generic
- Game: Fix a crash in shipping build
- Enemies: Rename our main enemy class to EnemyAgent + minor clean-ups + implement a grace shoot timer period
- InvadersGame: Some big refactories here, the UpdateEnemies function not outputs a set of flags (bitmask) rather than having separated booleans to keep track off
- InvadersGame: Fix an edge case of the game loop where if the enemies would reach the bottom they would never respawn, now when they do reach that bottom boundary it will be game over
- InvadersGame: Introduce additional game over reasons
- LobbyControl: Introduce a minimum player count variable that could be tweaked in the inspector so that the users can start playing in the editor with just the host in the lobby
- PlayerControl: Unified the NotifyGameOver function with the InvadersGame one + added different texts for all the possible game over reasons to be displayed
- PlayerControl: Fix a minor issue where the Player graphics are not hidden on all connected instances upon "death".
- Upon import a MissingReferenceException is triggered from within MLAPI: "MissingReferenceException: The object of type ‘GameObject' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object." in:
- UnityEngine.GameObject.GetComponent[T] () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/GameObject.bindings.cs:28)
- Cleaned up project structure, removed duplicate art assets and moved remaining asset into sub folders.
- Removed empty MonoBehaviours which were used as tags and using the Unity tag system instead.
- Removed the dependency to the community contributions repository and copied
NetworkManagerHud
andNetworkObjectPool
into the sample. - Small QoL improvements to scripting. Using
TryGetComponent
andCompareTag
. - Fix audio issues by moving the audio listener onto the player ship object.
- Missing Reference Exception thrown when leaving playmode, can be ignored:
MissingReferenceException: The object of type 'NetworkObjectPool' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. MLAPI.Extensions.NetworkObjectPool.ReturnNetworkObject
Initial release of MLAPI Bitesize Samples repository. Samples support the following versions:
Unity Version | Unity MLAPI Version |
---|---|
2020.3 | 0.1.0 |
- Added Invaders sample.
- Added 2D Space Shooter sample.
The Bitesize Samples repository and code projects are licensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license). See LICENSE for full details.