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(Build Client:Unity Editor -> File -> Build Settings -> PC, MAC & Linux Standalone.)
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(Build Client:Unity Editor -> File -> Build Settings -> PC, MAC & Linux Standalone.)
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##Navmesh-navigation(Optional):
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##Navmesh-navigation(Optional):
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The server to use recastnavigation navigation.
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Recastnavigation generated navigation mesh (Navmeshs) placed on the:
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https://github.com/kbengine/unity3d_nav_critterai
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##Structure and interpretation:
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##Structure and interpretation:
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The relationship between plug-ins(KBE) and U3D and servers:
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Plug-in and servers: Responsible for processing and server network packet. account login/logout process.
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Scripts\kbe_scripts:
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KBE client logic scripts(in this implementation of the server side of the entity script, the entity's bag data structure, skills in client condition checks, etc.).
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Scripts\kbe_scripts\Account.cs:
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Scripts\kbe_scripts\Account.cs:
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Corresponds to the client side of the KBE server account entity.
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Scripts\kbe_scripts\Avatar.cs:
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Scripts\kbe_scripts\Avatar.cs:
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Corresponds to the client side of the KBE server avatar entity.
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Scripts\kbe_scripts\Monster.cs:
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Scripts\kbe_scripts\Monster.cs:
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Corresponds to the client side of the KBE server monster entity.
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Scripts\kbe_scripts\clientapp.cs:
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Scripts\kbe_scripts\clientapp.cs:
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In the system of KBE abstraction of a client APP, which contains the KBE client plug-in initialization and destruction, etc.
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Scripts\kbe_scripts\interfaces:
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Scripts\kbe_scripts\interfaces:
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Corresponding to the module defined in KBE(entity_defs\interfaces).
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Scripts\u3d_scripts:
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Unity graphics layer (including scene rendering, UI, object, character model, monster model).
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Scripts\u3d_scripts\GameEntity.cs:
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Scripts\u3d_scripts\GameEntity.cs:
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Monster/NPC or player script (management model and animation, etc.).
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