Skip to content
This repository was archived by the owner on Jul 23, 2025. It is now read-only.

Commit f486ac4

Browse files
Vic-CooperjabbacakesDSchroerr-machLagowiecDev
authored
Merge develop into main (#1274)
Co-authored-by: Amy Reeve <[email protected]> Co-authored-by: Dominick <[email protected]> Co-authored-by: Rémi MACH <[email protected]> Co-authored-by: LagowiecDev <[email protected]> Co-authored-by: amanda-butler-unity <[email protected]> Co-authored-by: Noel Stephens <[email protected]> Co-authored-by: Griffin of Innatical <[email protected]> Co-authored-by: Christopher Pope <[email protected]> Co-authored-by: Steve Diniro <[email protected]> Co-authored-by: s-omeilia-unity <[email protected]> Co-authored-by: Alex Martin <[email protected]> Co-authored-by: Monaxys <[email protected]> Co-authored-by: Flap27 <[email protected]> Co-authored-by: NRTnarathip <[email protected]> Co-authored-by: Elfi0Kuhndorf <[email protected]>
1 parent 624f5b0 commit f486ac4

27 files changed

+742
-10
lines changed

docs/learn/bitesize/bitesize-clientdriven.md

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -17,10 +17,10 @@ Making movements feel responsive while staying consistent over multiple game exe
1717
## Sample:
1818

1919
ClientDriven's aim is to create a quick sample to show responsive character movements that don't feel sluggish, even under bad network conditions.
20-
It uses the ClientNetworkTransform sample and moves your own player's position client side, [client authoritatively](../dealing-with-latency.md#allow-low-impact-client-authority). Movement is leveraged through the use of Unity's Starter Assets, the [Third Person Character Controller](https://assetstore.unity.com/packages/essentials/starter-assets-third-person-character-controller-196526).
20+
It uses the ClientNetworkTransform component and moves your own player's position client side, [client authoritatively](../dealing-with-latency.md#allow-low-impact-client-authority). Movement is leveraged through the use of Unity's Starter Assets, the [Third Person Character Controller](https://assetstore.unity.com/packages/essentials/starter-assets-third-person-character-controller-196526).
2121

2222
```csharp reference
23-
https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/blob/v1.2.1/Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs#L274-L276
23+
https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/blob/v1.2.1/Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs#L155-L162
2424
```
2525

2626
### Client side object detection for pickup with server side pickup validation
@@ -40,7 +40,7 @@ https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/blo
4040
Notice how we're checking whether that object can be picked up or not (since another player can have picked it up at the same time, creating a conflict).
4141

4242
```csharp reference
43-
https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/blob/v1.2.1/Basic/ClientDriven/Assets/Scripts/ServerPlayerMove.cs#L50
43+
https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/blob/v1.2.1/Basic/ClientDriven/Assets/Scripts/ServerPlayerMove.cs#L50-L58
4444
```
4545
If the object is already picked up, we're not doing anything. Your client side animations should take this into account and cancel any animations "carrying" something.
4646

docusaurus.config.js

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -369,9 +369,13 @@ module.exports = {
369369
lastVersion: "current",
370370
versions: {
371371
current: {
372-
label: "1.0.0",
372+
label: "1.1.0",
373373
path: "current",
374374
},
375+
"1.0.0": {
376+
label: "1.0.0",
377+
path: "1.0.0",
378+
},
375379
"0.6.0": {
376380
label: "0.6.0",
377381
path: "0.6.0",

mppm/dedicated-server/multiplayer-role.md

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -6,6 +6,10 @@ description: Learn how to use the dedicated server package to assign virtual pla
66

77
Install the [Dedicated Server package](https://docs.unity3d.com/Packages/[email protected]/manual/index.html) with Multiplayer Play Mode to switch players between the server and client role without a script.
88

9+
::: Important
10+
To avoid errors, install the Dedicated Server package version that is the same as the Multiplayer Play mode version that exists in your project.
11+
:::
12+
913
## Set the main editor player multiplayer role
1014

1115
To set the role of a the main editor player, do the following:

mppm/install.md

Lines changed: 3 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -9,12 +9,9 @@ To begin testing your multiplayer functionality, you must first install the Mult
99
1. Open Unity Hub.
1010
2. Select a Project.
1111
3. In the Editor's menu bar, navigate to **Window** > **Package Manager**.
12-
4. Click the plus sign ![plus sign](/img/add.png) in the Package Manager status bar.
13-
5. Select **Install package by name...**.
14-
6. Enter `com.unity.multiplayer.playmode` in the pop-up window.
15-
7. Select **Add**.
16-
8. After the download is complete, **Multiplayer Play Mode** appears under **Unity Technologies** in the **Package Manager** window.
17-
9. To open the Multiplayer Play Mode window, navigate to **Window** > **Multiplayer Play Mode**.
12+
4. Select **Unity Registry**.
13+
5. Select the **Multiplayer Play Mode** package.
14+
6. Select **Install**.
1815

1916
## Next steps
2017

mppm/release-notes/release-notes.md

Lines changed: 19 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -4,6 +4,25 @@ title: Release notes
44
description: Release notes for Multiplayer Play Mode including new features, updates, bug fixes, and known issues.
55
---
66

7+
## [1.1.0] - 2024-04-24
8+
9+
### Added
10+
- Added a new layout option to each Multiplayer Play Mode clone in projects that include the Netcode For Entities package.
11+
- Updated the **Close** button to display a warning dialog prompt that deactivates a virtual player.
12+
- Added the mute setting to mute specific users.
13+
- Added a setting that changes the Asset Database refresh timeout.
14+
- Updated the focus shortcut behavior to focus on other individual virtual player windows from inside an individual player.
15+
- Updated the message that appears when a Symlink failure (on FAT32) happens because it isn't supported.
16+
17+
### Fixed
18+
- The local clone cache clears automatically when you update the Multiplayer Play Mode package.
19+
- Fixed a crash caused by devices set to certain regions.
20+
- Changed the default multiplayer role of player clones to Client and Server.
21+
- Added a minimum width for the main view of the Multiplayer Play Mode window.
22+
- The escape key no longer closes virtual player windows on Windows devices.
23+
- Fixed issues with heartbeat timeout.
24+
- Removed the forward slash **/** character from tags because it's for drop-down behavior only.
25+
726
## [1.0.0] - 2024-03-12
827

928
### Added
Lines changed: 33 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,33 @@
1+
---
2+
id: about
3+
title: About Multiplayer Play Mode
4+
description: Overview of Multiplayer Play Mode
5+
---
6+
7+
Use Multiplayer Play Mode to test multiplayer functionality within the Unity Editor. You can simulate up to four players (the Main Editor and three Virtual Players) simultaneously on the same development device while using the same source assets on disk. Multiplayer Play Mode can help you create multiplayer development workflows that reduce project build times, run it locally, and test the server-client relationship.
8+
9+
## Multiplayer Play Mode terminology
10+
11+
The following have specific meaning in relation to Multiplayer Play Mode:
12+
13+
* Main Editor: The original instance of the project in the Unity Editor. This is the only instance with full authoring capabilities.
14+
* Virtual Players: Simulated players created with Multiplayer Play Mode. These players open in a separate window with limited authoring capabilities when you enter [Play mode](https://docs.unity3d.com/Manual/GameView.html).
15+
* Players: All player instances, including the Main Editor Player and all Virtual Players.
16+
17+
## Limitations
18+
19+
Multiplayer Play Mode has some inherent technical limitations, specifically around [scale](#scale) and [authoring](#authoring).
20+
21+
### Scale
22+
23+
The Unity Editor and Virtual Players require a lot of system resources, so you shouldn't use Multiplayer Play Mode at scale. Multiplayer Play Mode is designed for small-scale, local testing environments that can only support up to four total players (the Main Editor and three Virtual Players).
24+
25+
### Authoring
26+
You can't create or change the properties of GameObjects in a Virtual Player. Instead, use the Main Editor to make changes and a Virtual Player to test multiplayer functionality. Any changes you make in Play Mode in the Main Editor reset when you exit Play Mode.
27+
:::note
28+
You can't access any Main Editor functionality from Virtual Players.
29+
:::
30+
31+
## Performance impact
32+
33+
To reduce the demand on system resources caused by each Virtual Player instance, Multiplayer Play Mode shares specific resources, such as the artifact database and imports between the Main Editor and each Virtual Player.
Lines changed: 27 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,27 @@
1+
---
2+
id: multiplayer-role
3+
title: Assign virtual players to a multiplayer role
4+
description: Learn how to use the dedicated server package to assign virtual players to a multiplayer role.
5+
---
6+
7+
Install the [Dedicated Server package](https://docs.unity3d.com/Packages/[email protected]/manual/index.html) with Multiplayer Play Mode to switch players between the server and client role without a script.
8+
9+
::: Important
10+
To avoid errors, install the Dedicated Server package version that is the same as the Multiplayer Play mode version that exists in your project.
11+
:::
12+
13+
## Set the main editor player multiplayer role
14+
15+
To set the role of a the main editor player, do the following:
16+
17+
1. Open the Multiplayer Play Mode inspector (**Multiplayer** > **Multiplayer Play Mode**).
18+
2. In the **Main Editor Player** section, expand the **Multiplayer Role** dropdown.
19+
3. Select the [multiplayer role](https://docs.unity3d.com/Packages/[email protected]/manual/multiplayer-roles.html) you want the main editor to use.
20+
21+
## Set the multiplayer role of a virtual player
22+
23+
To set the role of a [virtual player](../../virtual-players), do the following:
24+
25+
1. Open the Multiplayer Play Mode inspector (**Multiplayer** > **Multiplayer Play Mode**).
26+
2. In the **Virtual Players** section, expand a virtual player's **Multiplayer Role** dropdown.
27+
3. Select the [multiplayer role](https://docs.unity3d.com/Packages/[email protected]/manual/multiplayer-roles.html) you want this player to use.
Lines changed: 17 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,17 @@
1+
---
2+
id: play-mode-dedicated-server
3+
title: Use Multiplayer Play mode with a Dedicated Server
4+
description: Use the dedicated server package with multiplayer play mode.
5+
---
6+
7+
The [Dedicated Server package](https://docs.unity3d.com/Packages/[email protected]/manual/index.html) adds [multiplayer roles](https://docs.unity3d.com/Packages/[email protected]/manual/multiplayer-roles.html) to the [Dedicated Server build platform](https://docs.unity3d.com/Manual/dedicated-server-introduction.html). You can use multiplayer roles to assign virtual players to a client, server, or client and server multiplayer role.
8+
9+
<!--
10+
<div className="table-columns-plain" >
11+
| Page | Description |
12+
</div>
13+
-->
14+
15+
|**Page** |**Description**|
16+
|-|-|
17+
|[Debug Multiplayer Play Mode](debug-mppm.md)| Learn how to use Unity Test Framework to test a project with Multiplayer Play Mode. |
Lines changed: 18 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,18 @@
1+
---
2+
id: install
3+
title: Install Multiplayer Play Mode
4+
description: How to install Multiplayer Play Mode
5+
---
6+
7+
To begin testing your multiplayer functionality, you must first install the Multiplayer Play Mode package.
8+
9+
1. Open Unity Hub.
10+
2. Select a Project.
11+
3. In the Editor's menu bar, navigate to **Window** > **Package Manager**.
12+
4. Select **Unity Registry**.
13+
5. Select the **Multiplayer Play Mode** package.
14+
6. Select **Install**.
15+
16+
## Next steps
17+
18+
You can now access and configure your [Virtual Players](../virtual-players) and their [Player Tags](../player-tags).
Lines changed: 10 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,10 @@
1+
---
2+
id: mtt-terms
3+
title: Multiplayer Networking Terminology
4+
---
5+
6+
The following are essential, high-level terms used in multiplayer networking and Netcode for GameObjects:
7+
8+
import MTTterms from '/static/shared/_terminology.md';
9+
10+
<MTTterms/>

0 commit comments

Comments
 (0)