From 33e8083c988e7f64deb9f4b409736e3ed8308826 Mon Sep 17 00:00:00 2001 From: Robertas Rudys Date: Mon, 13 Apr 2020 04:23:15 +0300 Subject: [PATCH 1/3] Touch up README.md --- README.md | 33 ++++++++++++--------------------- 1 file changed, 12 insertions(+), 21 deletions(-) diff --git a/README.md b/README.md index 6a19669..fd9cde3 100644 --- a/README.md +++ b/README.md @@ -43,18 +43,15 @@ live link in action. * You can now enter play mode and should be able to play the game. * Opening - the window "Multiplayer > PlayMode Tools" give you options for what happens - when you enter play mode. By default it will say "Client and Server" which + the window "Multiplayer > PlayMode Tools" gives you options for what happens when you enter play mode. By default it will say "Client and Server" which means that play mode will host two worlds, a client and a server. We will get back to more of these options, but for now you can try requesting a few - "thin clients". If you put a (not too big!) number in the "Num Thin Clients" field - before entering play mode, you should get a bunch of 'dumb bots' clients - that simply run around in circles and shoot. + "thin clients". If you put a (not too big!) number in the "Num Thin Clients" field before entering play mode, you should get a bunch of 'dumb bots' clients that simply run around in circles and shoot. * ***Known issue***: The option "Num Clients" is not working properly at this time. -## Making stand alone builds +## Making standalone builds * ***Note*** There is some automation to help doing these steps on a daily basis (check out A2 > Windows > Launch Window) but it is useful to know what @@ -62,16 +59,14 @@ live link in action. * To make a standalone build, locate Assets/BuildsSettings folder in the Project tab and select `Win-Server` or `OSX-Server` depending on your OS. In the - Inspector window, change the drop-down button at the top to "Build" and press - it to generate a standalone server build. Do the same with `Win-Client` / + Inspector window, change the drop-down button at the top to "Build" and press it to generate a standalone server build. Do the same with `Win-Client` / `OSX-Client`. * ***Known Issue***: Make sure the scene you have open when you do this have no unsaved modification. If it has, build will fail. * Once both have been built, the next steps will spin up a server and launch - a client and connect to it. Use Explorer (Win), Finder (OSX) or a command prompt - to locate the builds. They are found in a folder called `build` next to your + a client and connect to it. Use Explorer (Win), Finder (OSX) or a command prompt to locate the builds. They are found in a folder called `build` next to your `Assets` folder. * Launch the server executable. You should see the game console open (toggle @@ -82,8 +77,7 @@ live link in action. connect the client to the server. * ***Known Issue***: On MacOS there will be HUD and black screen only shown on the client - for up to 10 minutes the first time the game is launched. (If you press esc and open the - settings menu for the game, switching to Low graphics quality setting might clear this up + for up to 10 minutes the first time the game is launched. (If you press Esc and open the settings menu for the game, switching to Low graphics quality setting might clear this up and save you the wait!) * You can connect more clients; and if you want to do some automation, @@ -92,10 +86,10 @@ live link in action. can be used to start a server that is hosting a game on whitebox_arena_a. -## Making stand alone builds for use with Live Link +## Making standalone builds for use with Live Link ***Note*** The live link feature is still at an early stage. Currently you need to use a -special set of build configurations when making standlone builds. The following steps will +special set of build configurations when making standalone builds. The following steps will show you the live link in action. * Make builds using the Win-Server-LiveLink resp. Win-Client-LiveLink buildsettings. @@ -109,7 +103,7 @@ show you the live link in action. * Move some stuff around in the editor etc. ***Known issue*** Currently, when you open a subscene in the editor while livelink player is -attached, all the entities in that scene is 'recreated' so they get a new entity id. This means +attached, all the entities in that scene are 'recreated' so they get a new entity id. This means any references your code might hold to those entities will become invalid. This will be fixed in the future. For now this means, that you cannot successfully open the scene `PrefabAssetRegistry` in this project while the player is running. @@ -121,7 +115,7 @@ any further. A workaround, until this is fixed, is to reboot the machine. ## A few remarks on multiplayer testing * If you want to use the editor as either a client or a server, the Multiplayer > PlayMode Tools - window can be used. By default entering play mode will run a client and a server world. + window can be used. By default entering playmode will run a client and a server world. * As an example, you can launch a standalone server. Then in the editor in the PlayMode tools select Client and type `127.0.0.1` as the server it should connect to. When you enter @@ -154,8 +148,7 @@ the main thread. See the changelog of entities 0.3.0 for more information. ## Caveats and known issues - This project represents a snapshot of our efforts to bring many of the new - technologies together in a single project. It depends on many packages that are + This project represents a snapshot of our efforts to bring many of the new technologies together in a single project. It depends on many packages that are still in experimental stage so there will be API changes as well as changes to best practices going forward from here. @@ -170,9 +163,7 @@ the main thread. See the changelog of entities 0.3.0 for more information. Expect lots of improvements here. * Handling of dynamically spawned assets is rudimentary still. This is why we - currently have the temporary solution of keeping the subscene PrefabAssetRegistry - in all levels. + currently have the temporary solution of keeping the subscene PrefabAssetRegistry in all levels. * This sample is not about visual fidelity and the featureset of the hybrid HDRP rendering is still under development. - From f731a9d4c9efbad46184641b6f55309d8d7683f7 Mon Sep 17 00:00:00 2001 From: Robertas Rudys Date: Mon, 13 Apr 2020 04:30:26 +0300 Subject: [PATCH 2/3] Revert new lines. Fix "play mode" consistency --- README.md | 28 ++++++++++++++++++---------- 1 file changed, 18 insertions(+), 10 deletions(-) diff --git a/README.md b/README.md index fd9cde3..a565893 100644 --- a/README.md +++ b/README.md @@ -43,10 +43,13 @@ live link in action. * You can now enter play mode and should be able to play the game. * Opening - the window "Multiplayer > PlayMode Tools" gives you options for what happens when you enter play mode. By default it will say "Client and Server" which + the window "Multiplayer > PlayMode Tools" gives you options for what happens + when you enter play mode. By default it will say "Client and Server" which means that play mode will host two worlds, a client and a server. We will get back to more of these options, but for now you can try requesting a few - "thin clients". If you put a (not too big!) number in the "Num Thin Clients" field before entering play mode, you should get a bunch of 'dumb bots' clients that simply run around in circles and shoot. + "thin clients". If you put a (not too big!) number in the "Num Thin Clients" field + before entering play mode, you should get a bunch of 'dumb bots' clients + that simply run around in circles and shoot. * ***Known issue***: The option "Num Clients" is not working properly at this time. @@ -59,14 +62,16 @@ live link in action. * To make a standalone build, locate Assets/BuildsSettings folder in the Project tab and select `Win-Server` or `OSX-Server` depending on your OS. In the - Inspector window, change the drop-down button at the top to "Build" and press it to generate a standalone server build. Do the same with `Win-Client` / + Inspector window, change the drop-down button at the top to "Build" and press + it to generate a standalone server build. Do the same with `Win-Client` / `OSX-Client`. * ***Known Issue***: Make sure the scene you have open when you do this have no unsaved modification. If it has, build will fail. * Once both have been built, the next steps will spin up a server and launch - a client and connect to it. Use Explorer (Win), Finder (OSX) or a command prompt to locate the builds. They are found in a folder called `build` next to your + a client and connect to it. Use Explorer (Win), Finder (OSX) or a command prompt + to locate the builds. They are found in a folder called `build` next to your `Assets` folder. * Launch the server executable. You should see the game console open (toggle @@ -77,7 +82,8 @@ live link in action. connect the client to the server. * ***Known Issue***: On MacOS there will be HUD and black screen only shown on the client - for up to 10 minutes the first time the game is launched. (If you press Esc and open the settings menu for the game, switching to Low graphics quality setting might clear this up + for up to 10 minutes the first time the game is launched. (If you press Esc and open the + settings menu for the game, switching to Low graphics quality setting might clear this up and save you the wait!) * You can connect more clients; and if you want to do some automation, @@ -115,11 +121,11 @@ any further. A workaround, until this is fixed, is to reboot the machine. ## A few remarks on multiplayer testing * If you want to use the editor as either a client or a server, the Multiplayer > PlayMode Tools - window can be used. By default entering playmode will run a client and a server world. + window can be used. By default entering play mode will run a client and a server world. * As an example, you can launch a standalone server. Then in the editor in the PlayMode tools select Client and type `127.0.0.1` as the server it should connect to. When you enter - playmode, the editor will now act as a client and connect to the server. + play mode, the editor will now act as a client and connect to the server. * When running as client in the editor, you can access some network stats by opening in a browser the file `ModifiedPackages/com.unity.netcode/Runtime/Stats/netdbg.html` and connect @@ -137,7 +143,7 @@ view at the same time, it can also help to close the scene view or put it in a t the game view when in play mode. Be aware that the burst compiler is compiling code in the background so when you enter -playmode it can take a while for full performance to be achieved. Turning on Burst timings +play mode it can take a while for full performance to be achieved. Turning on Burst timings (Jobs > Burst > Show Timings) will give you a log item for each completed burst code piece. When they stop appearing everything is bursted and performance is as good as it gets. If you prefer, you can also turn on Jobs > Burst > Synchronous Compilation which will wait for @@ -148,7 +154,8 @@ the main thread. See the changelog of entities 0.3.0 for more information. ## Caveats and known issues - This project represents a snapshot of our efforts to bring many of the new technologies together in a single project. It depends on many packages that are + This project represents a snapshot of our efforts to bring many of the new + technologies together in a single project. It depends on many packages that are still in experimental stage so there will be API changes as well as changes to best practices going forward from here. @@ -163,7 +170,8 @@ the main thread. See the changelog of entities 0.3.0 for more information. Expect lots of improvements here. * Handling of dynamically spawned assets is rudimentary still. This is why we - currently have the temporary solution of keeping the subscene PrefabAssetRegistry in all levels. + currently have the temporary solution of keeping the subscene PrefabAssetRegistry + in all levels. * This sample is not about visual fidelity and the featureset of the hybrid HDRP rendering is still under development. From 230df89468787a55cfc014047904c6152c6ae457 Mon Sep 17 00:00:00 2001 From: Robertas Rudys Date: Mon, 13 Apr 2020 04:43:03 +0300 Subject: [PATCH 3/3] Revert EOF --- README.md | 1 + 1 file changed, 1 insertion(+) diff --git a/README.md b/README.md index a565893..10cf9cc 100644 --- a/README.md +++ b/README.md @@ -175,3 +175,4 @@ the main thread. See the changelog of entities 0.3.0 for more information. * This sample is not about visual fidelity and the featureset of the hybrid HDRP rendering is still under development. +