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@NoelStephensUnity NoelStephensUnity commented Dec 8, 2024

This PR includes an example of how to handle:

  • Loading local relative scenes without having them synchronized between client & server/session owner.
  • Using the NetworkPrefabHandler by implementing INetworkPrefabInstanceHandler.
    • This example is focused on overriding the player prefab, but the foundation can be used for any dynamically spawned NetworkPrefab.
  • An example of linking a local relative (local to client or server/host) MonoBehaviour to a NetworkBehaviour. This is useful to create NetworkManager instance relative logic that should only execute on a client or server side.

This PR depends upon #3160 to be merged as a distributed authority bug was found with NetworkPrefab overrides.

Changelog

NA

Testing and Documentation

  • No tests have been added (the project is, in its own way, a manual test).
  • Includes Readme.md documentation (wip).

Adding the initial scene and prefab override example
Several modifications to handle distributed authority integration with this example.
adding temporary package
adding manifest
deleting packages
Adding a work in progress readme file
Adding additional LB after images
Adding some additional links
Finalized readme and migrated images to local directory.
Cleaned up some minor issues including renaming of some properties, handling resetting of camera when running in server mode and a client being followed disconnects, and some other minor clean up.
@NoelStephensUnity NoelStephensUnity marked this pull request as ready for review December 14, 2024 22:09
@NoelStephensUnity NoelStephensUnity merged commit 1a2a627 into develop-2.0.0 Dec 14, 2024
6 of 24 checks passed
@NoelStephensUnity NoelStephensUnity deleted the example/server-client-unique-scenes-and-prefabs branch December 14, 2024 22:12
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2 participants