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docs: Docs/toc changes backport (#3777)
* Changes to TOC * Adding callout boxes to all Boss Room pages --------- Co-authored-by: Noel Stephens <[email protected]>
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com.unity.netcode.gameobjects/Documentation~/TableOfContents.md

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* [Enum types](advanced-topics/serialization/enum-types.md)
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* [Arrays](advanced-topics/serialization/serialization-arrays.md)
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* [INetworkSerializable](advanced-topics/serialization/inetworkserializable.md)
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* [INetworkSerializeByMemcpy](advanced-topics/serialization/inetworkserializebymemcpy.md)
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* [Custom serialization](advanced-topics/custom-serialization.md)
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* [NetworkObject serialization](advanced-topics/serialization/networkobject-serialization.md)
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* [FastBufferWriter and FastBufferReader](advanced-topics/fastbufferwriter-fastbufferreader.md)
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* [FAQ](learn/faq.md)
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* [Samples](samples.md)
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* [Boss Room](samples/bossroom/bossroom-landing.md)
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- [Boss Room](samples/bossroom/getting-started-boss-room.md)
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- [Boss Room architecture](samples/bossroom/architecture.md)
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* [NetworkObject parenting](samples/bossroom/networkobject-parenting.md)
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* [Optimizing Boss Room](samples/bossroom/optimizing-bossroom.md)
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* [NetworkRigidbody](samples/bossroom/networkrigidbody.md)
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* [Spawn NetworkObjects](samples/bossroom/spawn-networkobjects.md)
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* [Migrate from UNet to Netcode for GameObjects](migratingfromUNet.md)

com.unity.netcode.gameobjects/Documentation~/samples/bossroom/architecture.md

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# Boss Room architecture
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> [!WARNING]
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> Boss Room is no longer being actively maintained as of 2026. While it remains available as a learning resource, it may not be compatible with the latest versions of Netcode for GameObjects or Unity.
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Boss Room is a fully functional co-op multiplayer RPG made with Unity Netcode. It's an educational sample designed to showcase typical Netcode patterns often featured in similar multiplayer games. Players work together to fight Imps and a boss using a click-to-move control model.
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This article describes the high-level architecture of the Boss Room codebase and dives into some reasoning behind architectural decisions.

com.unity.netcode.gameobjects/Documentation~/samples/bossroom/bossroom-actions.md

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# Boss Room actions walkthrough
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> [!WARNING]
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> Boss Room is no longer being actively maintained as of 2026. While it remains available as a learning resource, it may not be compatible with the latest versions of Netcode for GameObjects or Unity.
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Boss Room's actions each use a different pattern for good multiplayer quality. This doc walks you through each of them and goes into details about how we implemented each and what lessons you can learn from each. You can get their implementations [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/tree/main/Assets/Scripts/Gameplay/Action).
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<figure>
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# Boss Room sample
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The Boss Room sample is a multiplayer game that demonstrates how to use Netcode for GameObjects to create a networked game. It provides a complete example of how to implement various features such as player movement, combat, and game state management in a multiplayer environment.
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> [!WARNING]
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> Boss Room is no longer being actively maintained as of 2026. While it remains available as a learning resource, it may not be compatible with the latest versions of Netcode for GameObjects or Unity.
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| **Topic** | **Description** |
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| :------------------------------ | :------------------------------- |
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| **[Boss Room](getting-started-boss-room.md)** | Boss Room is a fully functional co-op multiplayer RPG made with Unity Netcode. It's an educational sample designed to showcase typical netcode [patterns](bossroom-actions.md) often featured in similar multiplayer games. |
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| **[Boss Room architecture](architecture.md)** | This article describes the high-level architecture of the Boss Room codebase and dives into some reasoning behind architectural decisions. |
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| **[NetworkObject parenting](networkobject-parenting.md)** | Understand how NetworkObjects are parented in the Boss Room sample. |
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| **[Optimizing Boss Room](optimizing-bossroom.md)** | Understand how performance is optimized in the Boss Room sample. |
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| **[NetworkRigidbody](networkrigidbody.md)** | Understand how NetworkRigidbody is used in the Boss Room sample. |
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| **[Spawn NetworkObjects](spawn-networkobjects.md)** | Understand how NetworkObjects are spawned in the Boss Room sample. |
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The [Boss Room sample](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop) is a multiplayer game that demonstrates how to use Netcode for GameObjects to create a networked game. It provides a complete example of how to implement various features such as player movement, combat, and game state management in a multiplayer environment.
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Refer to the [Boss Room README](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/README.md) for more information on how to set up and run the sample project.

com.unity.netcode.gameobjects/Documentation~/samples/bossroom/getting-started-boss-room.md

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# Getting started with Boss Room
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> [!WARNING]
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> Boss Room is no longer being actively maintained as of 2026. While it remains available as a learning resource, it may not be compatible with the latest versions of Netcode for GameObjects or Unity.
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Boss Room is a fully functional co-op multiplayer RPG made with Unity Netcode. It's an educational sample designed to showcase typical netcode [patterns](bossroom-actions.md) often featured in similar multiplayer games.
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> [!NOTE]

com.unity.netcode.gameobjects/Documentation~/samples/bossroom/networkobject-parenting.md

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# NetworkObject parenting inside Boss Room
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:::note
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Required reading: [NetworkObject Parenting](../../advanced-topics/networkobject-parenting.md)
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:::
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> [!WARNING]
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> Boss Room is no longer being actively maintained as of 2026. While it remains available as a learning resource, it may not be compatible with the latest versions of Netcode for GameObjects or Unity.
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Before detailing Boss Room's approach to NetworkObject parenting, it's important to highlight a limitation of Netcode: A dynamically-spawned NetworkObject **can't** contain another NetworkObject in its hierarchy. If you spawn such a NetworkObject, you can't spawn children `NetworkObjects`. You can only add children NetworkObject components to a NetworkObject that is part of a scene.
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com.unity.netcode.gameobjects/Documentation~/samples/bossroom/networkrigidbody.md

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# NetworkRigidbody inside Boss Room
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Required reading: [Physics](../..//advanced-topics/physics.md)
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> [!WARNING]
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> Boss Room is no longer being actively maintained as of 2026. While it remains available as a learning resource, it may not be compatible with the latest versions of Netcode for GameObjects or Unity.
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Boss Room leverages `NetworkRigidbody` to simulate physics-based projectiles. See the Vandal Imp's tossed projectile, the [`ImpTossedItem` prefab](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Assets/Prefabs/Game/ImpTossedItem.prefab). At its root, this Prefab has a NetworkObject, a `NetworkTransform`, a `Rigidbody`, and a `NetworkRigidbody` component. Refer to [`TossAction.cs`](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs) for more implementation details.
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com.unity.netcode.gameobjects/Documentation~/samples/bossroom/optimizing-bossroom.md

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# Optimizing Boss Room performance
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> [!WARNING]
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> Boss Room is no longer being actively maintained as of 2026. While it remains available as a learning resource, it may not be compatible with the latest versions of Netcode for GameObjects or Unity.
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Optimization is critical for networked and non-networked games. However, you have more limitations and constraints to consider when building a networked game. For example, networked games must account for latency, packet loss, reliability, and bandwidth limitations.
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One of the more critical optimizations of a networked game is how much bandwidth it consumes. The following issues can occur with networked games that have high bandwidth usage:

com.unity.netcode.gameobjects/Documentation~/samples/bossroom/spawn-networkobjects.md

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# Spawn NetworkObjects in Boss Room
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Required reading: [Object Spawning](../../basics/object-spawning.md).
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> [!WARNING]
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> Boss Room is no longer being actively maintained as of 2026. While it remains available as a learning resource, it may not be compatible with the latest versions of Netcode for GameObjects or Unity.
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This document serves as a walkthrough of Boss Room's approach to solving the following issue: Late-joining clients entering networked sessions encountering zombie `NetworkObjects`. Zombie `NetworkObjects` represent `NetworkObjects` that are instantiated for a client due to scene loads but aren't despawned or destroyed by Netcode.
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