maybe fixed ci, made naming convention consistent

handTracking
Anton Franzluebbers 2022-01-06 16:24:36 -05:00
parent 480b9cd1ca
commit 1606306134
10 changed files with 110 additions and 115 deletions

View File

@ -16,4 +16,4 @@ jobs:
git subtree split -P "$PKG_ROOT" -b upm
git push -u origin upm
env:
PKG_ROOT: TestVelGameServer\Packages\VelNetUnity
PKG_ROOT: TestVelGameServer/Packages/VelNetUnity

View File

@ -21,7 +21,7 @@ namespace VelNetUnity
public event Action<RoomEvent> PlayerEnteredRoom;
public event Action<RoomEvent> PlayerExitedRoom;
ConnectionStatus _status = ConnectionStatus.Disconnected;
private ConnectionStatus _status = ConnectionStatus.Disconnected;
CodecSettings initSettings;
public string dissonanceId;
public DissonanceComms comms;
@ -36,11 +36,11 @@ namespace VelNetUnity
comms.ResetMicrophoneCapture();
}
public void voiceReceived(string sender, byte[] data)
public void VoiceReceived(string sender, byte[] data)
{
uint sequenceNumber = BitConverter.ToUInt32(data, 0);
VoicePacket vp = new VoicePacket(sender, ChannelPriority.Default, 1, true, new ArraySegment<byte>(data, 4, data.Length - 4), sequenceNumber);
VoicePacketReceived(vp);
VoicePacketReceived?.Invoke(vp);
}
public void SendText(string data, ChannelType recipientType, string recipientId)
@ -54,7 +54,7 @@ namespace VelNetUnity
}
// Start is called before the first frame update
void Start()
private void Start()
{
_status = ConnectionStatus.Connected;
comms = GetComponent<DissonanceComms>();
@ -63,12 +63,12 @@ namespace VelNetUnity
public void playerJoined(string id)
{
Debug.Log("dissonance player joined");
PlayerJoined(id, initSettings);
PlayerJoined?.Invoke(id, initSettings);
RoomEvent re = new RoomEvent();
re.Joined = true;
re.Room = "Global";
re.PlayerName = id;
PlayerEnteredRoom(re);
PlayerEnteredRoom?.Invoke(re);
}
public void playerLeft(string id)
@ -77,18 +77,18 @@ namespace VelNetUnity
re.Joined = false;
re.Room = "Global";
re.PlayerName = id;
PlayerExitedRoom(re);
PlayerLeft(id);
PlayerExitedRoom?.Invoke(re);
PlayerLeft?.Invoke(id);
}
public void playerStartedSpeaking(string id)
{
PlayerStartedSpeaking(id);
PlayerStartedSpeaking?.Invoke(id);
}
public void playerStoppedSpeaking(string id)
{
PlayerStoppedSpeaking(id);
PlayerStoppedSpeaking?.Invoke(id);
}
}
}

View File

@ -15,36 +15,36 @@ namespace VelNetUnity
public Dropdown microphones;
Dissonance.DissonanceComms comms;
public void handleSend()
public void HandleSend()
{
if (sendInput.text != "")
{
networkManager.sendTo(NetworkManager.MessageType.OTHERS, sendInput.text);
networkManager.SendTo(NetworkManager.MessageType.OTHERS, sendInput.text);
}
}
public void handleLogin()
public void HandleLogin()
{
if (userInput.text != "")
{
networkManager.login(userInput.text, "nopass");
networkManager.Login(userInput.text, "nopass");
}
}
public void handleJoin()
public void HandleJoin()
{
if (roomInput.text != "")
{
networkManager.join(roomInput.text);
networkManager.Join(roomInput.text);
}
}
// Start is called before the first frame update
void Start()
private void Start()
{
comms = FindObjectOfType<Dissonance.DissonanceComms>();
microphones.AddOptions(new List<string>(Microphone.devices));
networkManager.messageReceived += (m) =>
networkManager.MessageReceived += (m) =>
{
string s = m.type + ":" + m.sender + ":" + m.text;
messageBuffer.Add(s);
@ -56,9 +56,9 @@ namespace VelNetUnity
messageBuffer.RemoveAt(0);
}
for (int i = 0; i < messageBuffer.Count; i++)
foreach (string msg in messageBuffer)
{
messages.text = messages.text + messageBuffer[i] + "\n";
messages.text = messages.text + msg + "\n";
}
};
}
@ -67,10 +67,5 @@ namespace VelNetUnity
{
comms.MicrophoneName = microphones.options[microphones.value].text;
}
// Update is called once per frame
void Update()
{
}
}
}

View File

@ -44,7 +44,7 @@ namespace VelNetUnity
return toReturn;
}
public override void handleMessage(string identifier, byte[] message)
public override void HandleMessage(string identifier, byte[] message)
{
switch (identifier)
{
@ -63,7 +63,7 @@ namespace VelNetUnity
{
if (isSpeaking)
{
comms.voiceReceived(dissonanceID, message);
comms.VoiceReceived(dissonanceID, message);
}
break;
@ -115,9 +115,9 @@ namespace VelNetUnity
owner.manager.onPlayerJoined += (player) =>
{
byte[] b = Encoding.UTF8.GetBytes(dissonanceID);
owner.sendMessage(this, "d", b);
owner.SendMessage(this, "d", b);
};
owner.manager.setupMessageGroup("close", closePlayers.ToArray());
owner.manager.SetupMessageGroup("close", closePlayers.ToArray());
}
}
@ -136,7 +136,7 @@ namespace VelNetUnity
byte[] lastAudioIdBytes = BitConverter.GetBytes(lastAudioId++);
Buffer.BlockCopy(lastAudioIdBytes, 0, toSend, 0, 4);
Buffer.BlockCopy(data.Array, data.Offset, toSend, 4, data.Count);
owner.sendGroupMessage(this, "close", "a", toSend, false); //send voice data unreliably
owner.SendGroupMessage(this, "close", "a", toSend, false); //send voice data unreliably
}
}
@ -144,7 +144,7 @@ namespace VelNetUnity
{
dissonanceID = id;
byte[] b = Encoding.UTF8.GetBytes(dissonanceID);
owner.sendMessage(this, "d", b);
owner.SendMessage(this, "d", b);
comms.comms.TrackPlayerPosition(this);
}
@ -163,7 +163,7 @@ namespace VelNetUnity
{
while (true)
{
owner.sendMessage(this, "s", getSyncMessage());
owner.SendMessage(this, "s", getSyncMessage());
yield return new WaitForSeconds(.1f);
}
}
@ -197,7 +197,7 @@ namespace VelNetUnity
if (shouldUpdate)
{
owner.manager.setupMessageGroup("close", closePlayers.ToArray());
owner.manager.SetupMessageGroup("close", closePlayers.ToArray());
}
}
@ -217,7 +217,7 @@ namespace VelNetUnity
isSpeaking = !isSpeaking;
byte[] toSend = new byte[1];
toSend[0] = isSpeaking ? (byte)1 : (byte)0;
owner.sendMessage(this, "x", toSend);
owner.SendMessage(this, "x", toSend);
if (!isSpeaking)
{
@ -234,14 +234,14 @@ namespace VelNetUnity
if (Input.GetKeyDown(KeyCode.Space))
{
owner.networkInstantiate("TestNetworkedGameObject");
owner.NetworkInstantiate("TestNetworkedGameObject");
}
if (Input.GetKeyDown(KeyCode.BackQuote))
{
foreach (KeyValuePair<string, NetworkObject> kvp in owner.manager.objects)
{
owner.takeOwnership(kvp.Key);
owner.TakeOwnership(kvp.Key);
}
}
@ -249,7 +249,7 @@ namespace VelNetUnity
{
foreach (KeyValuePair<string, NetworkObject> kvp in owner.manager.objects)
{
owner.networkDestroy(kvp.Key);
owner.NetworkDestroy(kvp.Key);
}
}
}

View File

@ -2121,7 +2121,7 @@ MonoBehaviour:
m_Calls:
- m_Target: {fileID: 244561621}
m_TargetAssemblyTypeName: NetworkGUI, Assembly-CSharp
m_MethodName: handleJoin
m_MethodName: HandleJoin
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
@ -2725,7 +2725,7 @@ MonoBehaviour:
m_Calls:
- m_Target: {fileID: 244561621}
m_TargetAssemblyTypeName: NetworkGUI, Assembly-CSharp
m_MethodName: handleLogin
m_MethodName: HandleLogin
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
@ -2858,7 +2858,7 @@ MonoBehaviour:
m_Calls:
- m_Target: {fileID: 244561621}
m_TargetAssemblyTypeName: NetworkGUI, Assembly-CSharp
m_MethodName: handleSend
m_MethodName: HandleSend
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}

View File

@ -25,13 +25,13 @@ namespace VelNetUnity
private TcpClient socketConnection;
private Socket udpSocket;
public bool udpConnected = false;
IPEndPoint RemoteEndPoint;
public bool udpConnected;
private IPEndPoint RemoteEndPoint;
private Thread clientReceiveThread;
private Thread clientReceiveThreadUDP;
public int userid = -1;
public string room;
int messagesReceived = 0;
private int messagesReceived = 0;
public GameObject playerPrefab;
public Dictionary<int, NetworkPlayer> players = new Dictionary<int, NetworkPlayer>();
@ -44,7 +44,7 @@ namespace VelNetUnity
public NetworkObject[] sceneObjects;
public List<string> deletedSceneObjects = new List<string>();
public Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids)
NetworkPlayer masterPlayer = null;
private NetworkPlayer masterPlayer;
#endregion
@ -56,16 +56,16 @@ namespace VelNetUnity
public int sender;
}
public List<Message> receivedMessages = new List<Message>();
public readonly List<Message> receivedMessages = new List<Message>();
void Start()
private void Start()
{
ConnectToTcpServer();
sceneObjects = FindObjectsOfType<NetworkObject>(); //add all local network objects
}
private void addMessage(Message m)
private void AddMessage(Message m)
{
lock (receivedMessages)
{
@ -87,7 +87,7 @@ namespace VelNetUnity
Debug.Log("joined server");
//start the udp thread
clientReceiveThreadUDP = new Thread(new ThreadStart(ListenForDataUDP));
clientReceiveThreadUDP = new Thread(ListenForDataUDP);
clientReceiveThreadUDP.IsBackground = true;
clientReceiveThreadUDP.Start();
}
@ -106,7 +106,7 @@ namespace VelNetUnity
if (m.text != "")
{
NetworkPlayer player = Instantiate<GameObject>(playerPrefab).GetComponent<NetworkPlayer>();
NetworkPlayer player = Instantiate(playerPrefab).GetComponent<NetworkPlayer>();
player.isLocal = true;
player.userid = m.sender;
@ -131,7 +131,7 @@ namespace VelNetUnity
{
if (me.isLocal && me == masterPlayer) //I'm the local master player, so can take ownership immediately
{
me.takeOwnership(kvp.Key);
me.TakeOwnership(kvp.Key);
}
else if (players[m.sender] == masterPlayer) //the master player left, so everyone should set the owner null (we should get a new master shortly)
{
@ -146,7 +146,7 @@ namespace VelNetUnity
else
{
//we got a join mesage, create it
NetworkPlayer player = Instantiate<GameObject>(playerPrefab).GetComponent<NetworkPlayer>();
NetworkPlayer player = Instantiate(playerPrefab).GetComponent<NetworkPlayer>();
player.isLocal = false;
player.room = m.text;
player.userid = m.sender;
@ -159,7 +159,7 @@ namespace VelNetUnity
if (m.type == 3) //generic message
{
players[m.sender]?.handleMessage(m);
players[m.sender]?.HandleMessage(m);
}
if (m.type == 4) //change master player (this should only happen when the first player joins or if the master player leaves)
@ -183,7 +183,7 @@ namespace VelNetUnity
masterPlayer = players[m.sender];
}
masterPlayer.setAsMasterPlayer();
masterPlayer.SetAsMasterPlayer();
//master player should take over any objects that do not have an owner
@ -196,7 +196,7 @@ namespace VelNetUnity
}
}
messageReceived(m);
MessageReceived(m);
}
receivedMessages.Clear();
@ -208,12 +208,12 @@ namespace VelNetUnity
socketConnection.Close();
}
public Action<string, int> joinedRoom = delegate { };
public Action<Message> messageReceived = delegate { };
public Action<string, int> loggedIn = delegate { };
public Action<string[], int> roomsReceived = delegate { };
public Action<string, int> JoinedRoom = delegate { };
public Action<Message> MessageReceived = delegate { };
public Action<string, int> LoggedIn = delegate { };
public Action<string[], int> RoomsReceived = delegate { };
public bool connected = false;
public bool connected;
/// <summary>
/// Setup socket connection.
@ -222,7 +222,7 @@ namespace VelNetUnity
{
try
{
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread = new Thread(ListenForData);
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
@ -232,7 +232,7 @@ namespace VelNetUnity
}
}
void handleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread
private void HandleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread
{
Message m = new Message();
string[] sections = s.Split(':');
@ -249,7 +249,7 @@ namespace VelNetUnity
m.type = type;
m.sender = int.Parse(sections[1]);
m.text = "";
addMessage(m);
AddMessage(m);
}
break;
@ -268,7 +268,7 @@ namespace VelNetUnity
string new_room = sections[2];
m.text = new_room;
addMessage(m);
AddMessage(m);
}
break;
@ -280,7 +280,7 @@ namespace VelNetUnity
m.type = 3;
m.sender = int.Parse(sections[1]);
m.text = sections[2];
addMessage(m);
AddMessage(m);
}
break;
@ -291,7 +291,7 @@ namespace VelNetUnity
{
m.type = 4;
m.sender = int.Parse(sections[1]);
addMessage(m);
AddMessage(m);
}
break;
@ -310,7 +310,7 @@ namespace VelNetUnity
{
socketConnection = new TcpClient(host, port);
socketConnection.NoDelay = true;
Byte[] bytes = new Byte[1024];
byte[] bytes = new byte[1024];
string partialMessage = "";
while (true)
{
@ -321,7 +321,7 @@ namespace VelNetUnity
// Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incommingData = new byte[length];
byte[] incommingData = new byte[length];
Array.Copy(bytes, 0, incommingData, 0, length);
// Convert byte array to string message.
string serverMessage = Encoding.ASCII.GetString(incommingData);
@ -334,12 +334,12 @@ namespace VelNetUnity
{
if (i == 0)
{
handleMessage(partialMessage + sections[0]);
HandleMessage(partialMessage + sections[0]);
partialMessage = "";
}
else
{
handleMessage(sections[i]);
HandleMessage(sections[i]);
}
}
}
@ -365,7 +365,7 @@ namespace VelNetUnity
//I don't yet have a UDP connection
try
{
var addresses = Dns.GetHostAddresses(host);
IPAddress[] addresses = Dns.GetHostAddresses(host);
Debug.Assert(addresses.Length > 0);
RemoteEndPoint = new IPEndPoint(addresses[0], port);
@ -408,7 +408,7 @@ namespace VelNetUnity
if (sections[0] == "3")
{
handleMessage(message);
HandleMessage(message);
}
}
}
@ -459,22 +459,22 @@ namespace VelNetUnity
}
}
public void login(string username, string password)
public void Login(string username, string password)
{
SendNetworkMessage("0:" + username + ":" + password);
}
public void join(string roomname)
public void Join(string roomname)
{
SendNetworkMessage("2:" + roomname);
}
public void leave()
public void Leave()
{
SendNetworkMessage("2:-1");
}
public void sendTo(MessageType type, string message, bool reliable = true)
public void SendTo(MessageType type, string message, bool reliable = true)
{
if (reliable)
{
@ -486,7 +486,7 @@ namespace VelNetUnity
}
}
public void sendToGroup(string group, string message, bool reliable = true)
public void SendToGroup(string group, string message, bool reliable = true)
{
if (reliable)
{
@ -499,12 +499,12 @@ namespace VelNetUnity
}
//changes the designated group that sendto(4) will go to
public void setupMessageGroup(string groupname, int[] userids)
public void SetupMessageGroup(string groupname, int[] userids)
{
SendNetworkMessage("5:" + groupname + ":" + String.Join(":", userids));
}
public void deleteNetworkObject(string networkId)
public void DeleteNetworkObject(string networkId)
{
if (objects.ContainsKey(networkId))
{

View File

@ -10,7 +10,7 @@ namespace VelNetUnity
public NetworkPlayer owner;
public string networkId; //this is forged from the combination of the creator's id (-1 in the case of a scene object) and an object id, so it's always unique for a room
public string prefabName; //this may be empty if it's not a prefab (scene object)
public bool isSceneObject = false;
public abstract void handleMessage(string identifier, byte[] message);
public bool isSceneObject;
public abstract void HandleMessage(string identifier, byte[] message);
}
}

View File

@ -15,21 +15,21 @@ namespace VelNetUnity
public string room;
public NetworkManager manager;
public bool isLocal = false;
public bool isLocal;
public int lastObjectId = 0; //for instantiation
public int lastObjectId; //for instantiation
private bool isMaster = false;
private bool isMaster;
private void Start()
{
myObject.owner = this;
manager = FindObjectOfType<NetworkManager>();
manager.onPlayerJoined += handlePlayerJoined;
manager.onPlayerJoined += HandlePlayerJoined;
}
public void handlePlayerJoined(NetworkPlayer player)
public void HandlePlayerJoined(NetworkPlayer player)
{
//if this is the local player, go through the objects that I own, and send instantiation messages for the ones that have prefab names
if (isLocal)
@ -38,20 +38,20 @@ namespace VelNetUnity
{
if (kvp.Value.owner == this && kvp.Value.prefabName != "")
{
manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
manager.SendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
}
}
if (isMaster)
{
//send a list of scene object ids when someone joins
sendSceneUpdate();
SendSceneUpdate();
}
}
}
public void handleMessage(NetworkManager.Message m)
public void HandleMessage(NetworkManager.Message m)
{
//these are generally things that come from the "owner" and should be enacted locally, where appropriate
//we need to parse the message
@ -69,7 +69,7 @@ namespace VelNetUnity
{
string identifier = sections[1];
byte[] message = Convert.FromBase64String(sections[2]);
myObject.handleMessage(identifier, message);
myObject.HandleMessage(identifier, message);
break;
}
case "5": //sync update for an object I may own
@ -82,7 +82,7 @@ namespace VelNetUnity
{
if (manager.objects[objectKey].owner == this)
{
manager.objects[objectKey].handleMessage(identifier, messageBytes);
manager.objects[objectKey].HandleMessage(identifier, messageBytes);
}
}
@ -124,14 +124,14 @@ namespace VelNetUnity
{
string networkId = sections[1];
manager.deleteNetworkObject(networkId);
manager.DeleteNetworkObject(networkId);
break;
}
case "9": //deleted scene objects
{
for (int k = 1; k < sections.Length; k++)
{
manager.deleteNetworkObject(sections[k]);
manager.DeleteNetworkObject(sections[k]);
}
break;
@ -140,38 +140,38 @@ namespace VelNetUnity
}
}
public void setAsMasterPlayer()
public void SetAsMasterPlayer()
{
isMaster = true;
//if I'm master, I'm now responsible for updating all scene objects
//FindObjectsOfType<NetworkObject>();
}
public void sendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true)
public void SendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true)
{
if (obj == myObject)
{
manager.sendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
manager.SendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
}
else
{
manager.sendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
manager.SendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
}
}
public void sendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true)
public void SendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true)
{
if (obj == myObject)
{
manager.sendTo(NetworkManager.MessageType.OTHERS, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
manager.SendTo(NetworkManager.MessageType.OTHERS, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
}
else
{
manager.sendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
manager.SendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
}
}
public NetworkObject networkInstantiate(string prefabName)
public NetworkObject NetworkInstantiate(string prefabName)
{
if (!isLocal)
{
@ -190,30 +190,30 @@ namespace VelNetUnity
instance.owner = this;
manager.objects.Add(instance.networkId, instance);
manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + networkId + "," + prefabName); //only sent to others, as I already instantiated this. Nice that it happens immediately.
manager.SendTo(NetworkManager.MessageType.OTHERS, "7," + networkId + "," + prefabName); //only sent to others, as I already instantiated this. Nice that it happens immediately.
return instance;
}
return null;
}
public void networkDestroy(string networkId)
public void NetworkDestroy(string networkId)
{
if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return; //must be the local owner of the object to destroy it
manager.sendTo(NetworkManager.MessageType.ALL_ORDERED, "8," + networkId); //send to all, which will make me delete as well
manager.SendTo(NetworkManager.MessageType.ALL_ORDERED, "8," + networkId); //send to all, which will make me delete as well
}
public void takeOwnership(string networkId)
public void TakeOwnership(string networkId)
{
if (!manager.objects.ContainsKey(networkId) || !isLocal) return; //must exist and be the the local player
manager.objects[networkId].owner = this; //immediately successful
manager.sendTo(NetworkManager.MessageType.ALL_ORDERED, "6," + networkId); //must be ordered, so that ownership transfers are not confused. Also sent to all players, so that multiple simultaneous requests will result in the same outcome.
manager.SendTo(NetworkManager.MessageType.ALL_ORDERED, "6," + networkId); //must be ordered, so that ownership transfers are not confused. Also sent to all players, so that multiple simultaneous requests will result in the same outcome.
}
public void sendSceneUpdate()
public void SendSceneUpdate()
{
manager.sendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
manager.SendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
}
}
}

View File

@ -14,7 +14,7 @@ namespace VelNetUnity
public Quaternion targetRotation;
public byte[] getSyncMessage()
public byte[] GetSyncMessage()
{
float[] data = new float[7];
for (int i = 0; i < 3; i++)
@ -30,7 +30,7 @@ namespace VelNetUnity
return toReturn;
}
public override void handleMessage(string identifier, byte[] message)
public override void HandleMessage(string identifier, byte[] message)
{
switch (identifier)
{
@ -49,18 +49,18 @@ namespace VelNetUnity
}
// Start is called before the first frame update
void Start()
private void Start()
{
StartCoroutine(syncBehavior());
StartCoroutine(SyncBehavior());
}
IEnumerator syncBehavior()
private IEnumerator SyncBehavior()
{
while (true)
{
if (owner != null && owner.isLocal)
{
owner.sendMessage(this, "s", getSyncMessage());
owner.SendMessage(this, "s", GetSyncMessage());
}
yield return new WaitForSeconds(.1f);

View File

@ -1,7 +1,7 @@
{
"name": "edu.uga.engr.vel.velnetunity",
"displayName": "VelNetUnity",
"version": "1.0.0",
"version": "1.0.1",
"unity": "2019.1",
"description": "A custom networking library for Unity.",
"keywords": [