Actually have "Getting Started" dokumentation #867
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How Id like the getting started setup is to provide a summary of commonly used networking features, each summary linking to more resources explaining certain bits in more detail. Here is an example of that https://fish-networking.gitbook.io/docs/manual/guides/getting-started/ownership If there are certain topics you feel should be covered using this format let me know ^ I can see others wanting step-by-step guides without all the technical stuff as well. This would presumably be more limited in what is covered. eg: add Networkmanager, create player prefab, drag in player spawner. Can you please provide information on what you would like to see from both? Understanding what devs need/want is honestly the hardest part of creating a getting started. Thank you so much! |
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We have a fairly lengthy CSP tutorial explaining designs for a variety of
game types. I'd like to make a new video series on the subject because
there is a lot you can do with prediction, and how you do it really depends
on your game.
But to make a video, and even update the documentation, I'd need to know
what parts devs are struggling with. Please update me with what is unclear
or missing in the documentation.
…On Tue, Apr 8, 2025 at 12:32 PM ConflictCatalyst ***@***.***> wrote:
I think it would be great to have a starter tutorial to CSP with
understandable examples and explanations. Covering things such as basic
replication and reconciliation principles, and common issues and their
solutions. Currently, the learning process of CSP consists of spending a
week beating one's head on the keyboard to find solutions to problems that
were already solved many times before, like rubber-banding loops for
example.
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For starters I must say that I already moved on to another network solution.. Fishnets documentation was simply so lackluster that I had to give up on it. Secondly I have read many of your replies stating your confusion in understanding what kind of documentation Devs need.. The answer is actually quite simple. Just write some, any would be better than none.. (Here I'm talking about the getting started part). But It also extends to other parts of your documentation. The more examples, the better. it makes it easier to extrapolate and actually solve one's own game specific problems. But if there are none or they are to specific, then it is almost impossible. |
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Can you show me an example of a networking documentation page you reviewed
that stood out to you as helpful? It does not have to be FishNet, I'm just
trying to get an idea of what individuals are looking for.
I'm getting the impression by your last statement that you're hoping for
walk-throughs for specific examples, but not necessarily complete guides.
EG: show how to setup a player script and showing it in full, and
describing the script. We do have quite a few guides discussing how to use
each section of prediction but I'm starting to understand that perhaps
on-top of that it would be to have full scripts, as I just described.
Let me know what you think, and thank you again for the feedback! Getting
detailed feedback is often difficult, I really do appreciate it.
…On Tue, Apr 8, 2025 at 3:05 PM mart174a ***@***.***> wrote:
For starters I must say that I already moved on to another network
solution.. Fishnets documentation was simply so lackluster that I had to
give up on it.
Quite sad, it seems like a solid solution, with many powerful features,
but without proper documentation, it was such a headache every time I had
to figure out how to actually implement them.
Secondly I have read many of your replies stating your confusion in
understanding what kind of documentation Devs need.. The answer is actually
quite simple. Just write some, any would be better than none.. (Here I'm
talking about the getting started part). But It also extends to other parts
of your documentation. The more examples, the better. it makes it easier to
extrapolate and actually solve one's own game specific problems. But if
there are none or they are to specific, then it is almost impossible.
I wish you the best of luck.
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I must say, I agree so much with this. I'm a modder, and I'm currently making mods for a game called Schedule I and I have never witnessed a networking 'solution', or anything really, have such terrible documentation.
What this person has said basically is my number 1 point here. However, here's my input (instead of +1-ing the person who said these things).
Again, I think the content is... okay for the average docs but you really REALLY need to restructure and move some things around. |
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So my final request. Please. Restructure your documentation at the very least. Don't worry about changing the content, do that after (or never...). Just please... restructure it. |
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The 'Components' section under Guides used to be their own main section, only containing information about the component. Part of a restructuring it's been moved under Guides > Components, as this is where guides for individual components will be placed. In these guides component settings will be listed as well better using the components. Using the components might provide information on that specific page as well cross-referencing as shown in the Ownership guide. The reason for the cross-referencing is there are certain scenarios where you don't need all the information, and its unique to that guide. For example, the getting started ownership page references several topics where ownership is covered: spawning, terminology, reading values off specific owners. I agree structuring it could go a long way. How do you feel about the getting started approach where topics are covered linking individual use cases? |
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My tiny little brain is struggling to understand fully what you mean by this, however that does sound like a good thing. Like I said, try not to think too much about changing the content (unless parts you restructure absolutely require to). But, yes. I do think that'd be a good step in the right direction. 🙂 |
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Maybe Getting Started should be called 'Common Topics' or something better named. IIRC 'Getting Started' begun because everyone wanted getting started. From what I gather people that ask for getting started really just want sample projects and the absolute basic stuff that you can pick up from most 5 minute videos. I do agree having Ownership talked about in two places is very confusing. PS: I'm not able to gather what pages you are referencing in most of those screen shots. |
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Documentation is getting a refactor with new content thanks to our helpers! Closing this out. |
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As of the past month or so they are open source!
https://github.com/FirstGearGames/FishNet-Documentation
Right now one of our helpers is doing an overhaul though so might want to
wait until that push to prevent conflicts if you plan to edit existing
entries.
…On Fri, May 2, 2025 at 6:14 PM Bradlee Barnes ***@***.***> wrote:
One last question: are the docs open-source? I'd like to contribute some
time, after the refactor 🙂
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Right now all I can see is 2 lines that says "This guide will cover a range of topics ranging from terminology, details on API you'll likely be using often, and setting up your first scene to connect to." and then a section about ownership? I have no clue how that should actually help me getting started...
I would love an actual section on how to get started... Try and look at Unity´s own documentation for their Netcode for Gameobjects and what they have under the Get Started tab.
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