some more cleanup and documentation, split dissonance player into its own componenent for simple adding, added some binarywriter extensions
parent
55b405c5b8
commit
8861888ade
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@ -8,6 +8,7 @@ using System.Net;
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namespace VelNetUnity
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{
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[AddComponentMenu("VelNetUnity/VelNet Network Manager")]
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public class NetworkManager : MonoBehaviour
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{
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public enum MessageType
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@ -21,6 +22,8 @@ namespace VelNetUnity
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public string host;
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public int port;
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public static NetworkManager instance;
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#region private members
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private TcpClient socketConnection;
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@ -36,14 +39,14 @@ namespace VelNetUnity
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public GameObject playerPrefab;
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public Dictionary<int, NetworkPlayer> players = new Dictionary<int, NetworkPlayer>();
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public Action<NetworkPlayer> onJoinedRoom = delegate { };
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public Action<NetworkPlayer> onPlayerJoined = delegate { };
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public Action<NetworkPlayer> onPlayerLeft = delegate { };
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public Action<NetworkPlayer> OnJoinedRoom;
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public Action<NetworkPlayer> OnPlayerJoined;
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public Action<NetworkPlayer> OnPlayerLeft;
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public List<NetworkObject> prefabs = new List<NetworkObject>();
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public NetworkObject[] sceneObjects;
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public List<string> deletedSceneObjects = new List<string>();
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public Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids)
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public readonly Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids)
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private NetworkPlayer masterPlayer;
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#endregion
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@ -58,6 +61,15 @@ namespace VelNetUnity
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public readonly List<Message> receivedMessages = new List<Message>();
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private void Awake()
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{
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if (instance != null)
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{
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Debug.LogError("Multiple NetworkManagers detected! Bad!", this);
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}
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instance = this;
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}
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private void Start()
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{
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ConnectToTcpServer();
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@ -112,8 +124,7 @@ namespace VelNetUnity
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player.userid = m.sender;
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players.Add(userid, player);
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player.room = m.text;
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player.manager = this;
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onJoinedRoom(player);
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OnJoinedRoom?.Invoke(player);
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}
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}
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else //not for me, a player is joining or leaving
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@ -150,9 +161,8 @@ namespace VelNetUnity
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player.isLocal = false;
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player.room = m.text;
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player.userid = m.sender;
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player.manager = this;
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players.Add(m.sender, player);
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onPlayerJoined(player);
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OnPlayerJoined?.Invoke(player);
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}
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}
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}
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@ -498,10 +508,12 @@ namespace VelNetUnity
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}
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}
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//changes the designated group that sendto(4) will go to
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public void SetupMessageGroup(string groupname, int[] userids)
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/// <summary>
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/// changes the designated group that sendto(4) will go to
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/// </summary>
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public void SetupMessageGroup(string groupName, IEnumerable<int> userIds)
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{
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SendNetworkMessage("5:" + groupname + ":" + String.Join(":", userids));
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SendNetworkMessage($"5:{groupName}:{string.Join(":", userIds)}");
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}
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public void DeleteNetworkObject(string networkId)
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@ -8,8 +8,14 @@ namespace VelNetUnity
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public abstract class NetworkObject : MonoBehaviour
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{
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public NetworkPlayer owner;
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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
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public string prefabName; //this may be empty if it's not a prefab (scene object)
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/// <summary>
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/// 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
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/// </summary>
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public string networkId;
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/// <summary>
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/// This may be empty if it's not a prefab (scene object)
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/// </summary>
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public string prefabName;
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public bool isSceneObject;
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public abstract void HandleMessage(string identifier, byte[] message);
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}
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@ -5,28 +5,37 @@ using System;
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namespace VelNetUnity
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{
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/// <summary>
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/// One of these will be instantiated for each player that joins the "room".
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/// </summary>
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[RequireComponent(typeof(NetworkObject))]
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[AddComponentMenu("VelNetUnity/VelNet Network Player")]
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public class NetworkPlayer : MonoBehaviour
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{
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public NetworkObject myObject;
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private NetworkObject myObject;
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public int userid;
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public string username;
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public string room;
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public NetworkManager manager;
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public bool isLocal;
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public int lastObjectId; //for instantiation
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private NetworkManager manager;
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/// <summary>
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/// For instantiation
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/// </summary>
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public int lastObjectId;
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private bool isMaster;
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private void Start()
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{
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myObject = GetComponent<NetworkObject>();
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myObject.owner = this;
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manager = FindObjectOfType<NetworkManager>();
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manager.onPlayerJoined += HandlePlayerJoined;
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manager = NetworkManager.instance;
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manager.OnPlayerJoined += HandlePlayerJoined;
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}
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public void HandlePlayerJoined(NetworkPlayer player)
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@ -111,7 +120,7 @@ namespace VelNetUnity
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NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
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if (temp != null)
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{
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NetworkObject instance = Instantiate<NetworkObject>(temp);
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NetworkObject instance = Instantiate(temp);
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instance.networkId = networkId;
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instance.prefabName = prefabName;
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instance.owner = this;
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@ -184,7 +193,7 @@ namespace VelNetUnity
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NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
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if (temp != null)
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{
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NetworkObject instance = Instantiate<NetworkObject>(temp);
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NetworkObject instance = Instantiate(temp);
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instance.networkId = networkId;
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instance.prefabName = prefabName;
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instance.owner = this;
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@ -0,0 +1,38 @@
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using System.IO;
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using UnityEngine;
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namespace VelNetUnity
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{
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public static class BinaryWriterExtensions
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{
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public static void Write(this BinaryWriter writer, Vector3 v)
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{
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writer.Write(v.x);
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writer.Write(v.y);
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writer.Write(v.z);
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}
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public static void Write(this BinaryWriter writer, Quaternion q)
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{
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writer.Write(q.x);
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writer.Write(q.y);
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writer.Write(q.z);
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writer.Write(q.w);
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}
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public static Vector3 ReadVector3(this BinaryReader reader)
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{
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return new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
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}
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public static Quaternion ReadQuaternion(this BinaryReader reader)
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{
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return new Quaternion(
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reader.ReadSingle(),
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reader.ReadSingle(),
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reader.ReadSingle(),
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reader.ReadSingle()
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);
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 239a48a05eea49c583384b4113cf4729
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timeCreated: 1641508695
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@ -1,5 +1,5 @@
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using System;
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using System.Collections;
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using System.IO;
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using UnityEngine;
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@ -8,6 +8,7 @@ namespace VelNetUnity
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/// <summary>
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/// A simple class that will sync the position and rotation of a network object
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/// </summary>
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[AddComponentMenu("VelNetUnity/VelNet Sync Transform")]
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public class SyncTransform : NetworkObject
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{
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public Vector3 targetPosition;
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@ -16,18 +17,13 @@ namespace VelNetUnity
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public byte[] GetSyncMessage()
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{
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float[] data = new float[7];
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for (int i = 0; i < 3; i++)
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{
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data[i] = transform.position[i];
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data[i + 3] = transform.rotation[i];
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}
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using MemoryStream mem = new MemoryStream();
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using BinaryWriter writer = new BinaryWriter(mem);
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data[6] = transform.rotation[3];
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writer.Write(transform.position);
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writer.Write(transform.rotation);
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byte[] toReturn = new byte[sizeof(float) * data.Length];
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Buffer.BlockCopy(data, 0, toReturn, 0, toReturn.Length);
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return toReturn;
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return mem.ToArray();
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}
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public override void HandleMessage(string identifier, byte[] message)
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@ -35,16 +31,15 @@ namespace VelNetUnity
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switch (identifier)
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{
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case "s":
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float[] data = new float[7];
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Buffer.BlockCopy(message, 0, data, 0, message.Length);
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for (int i = 0; i < 3; i++)
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{
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targetPosition[i] = data[i];
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targetRotation[i] = data[i + 3];
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}
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{
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using MemoryStream mem = new MemoryStream(message);
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using BinaryReader reader = new BinaryReader(mem);
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targetPosition = reader.ReadVector3();
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targetRotation = reader.ReadQuaternion();
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targetRotation[3] = data[6];
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break;
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}
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}
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}
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@ -0,0 +1,104 @@
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using System;
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using Dissonance;
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using Dissonance.Networking;
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using UnityEngine;
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namespace VelNetUnity
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{
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[AddComponentMenu("VelNetUnity/Dissonance/VelNet Comms Network")]
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public class VelCommsNetwork : MonoBehaviour, ICommsNetwork
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{
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public ConnectionStatus Status => manager.connected ? ConnectionStatus.Connected : ConnectionStatus.Disconnected;
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public NetworkMode Mode => NetworkMode.Client;
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public event Action<NetworkMode> ModeChanged;
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public event Action<string, CodecSettings> PlayerJoined;
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public event Action<string> PlayerLeft;
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public event Action<VoicePacket> VoicePacketReceived;
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public event Action<TextMessage> TextPacketReceived;
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public event Action<string> PlayerStartedSpeaking;
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public event Action<string> PlayerStoppedSpeaking;
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public event Action<RoomEvent> PlayerEnteredRoom;
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public event Action<RoomEvent> PlayerExitedRoom;
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private ConnectionStatus _status = ConnectionStatus.Disconnected;
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private CodecSettings initSettings;
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public string dissonanceId;
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public DissonanceComms comms;
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private NetworkManager manager;
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/// <summary>
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/// listen to this if you want to send voice
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/// </summary>
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public Action<ArraySegment<byte>> VoiceQueued;
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// Start is called before the first frame update
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private void Start()
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{
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_status = ConnectionStatus.Connected;
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comms = GetComponent<DissonanceComms>();
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manager = NetworkManager.instance;
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}
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public void Initialize(string playerName, Rooms rooms, PlayerChannels playerChannels, RoomChannels roomChannels, CodecSettings codecSettings)
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{
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dissonanceId = playerName;
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initSettings = codecSettings;
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comms.ResetMicrophoneCapture();
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}
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public void VoiceReceived(string sender, byte[] data)
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{
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uint sequenceNumber = BitConverter.ToUInt32(data, 0);
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VoicePacket vp = new VoicePacket(sender, ChannelPriority.Default, 1, true, new ArraySegment<byte>(data, 4, data.Length - 4), sequenceNumber);
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VoicePacketReceived?.Invoke(vp);
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}
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public void SendText(string data, ChannelType recipientType, string recipientId)
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{
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Debug.Log("sending text");
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}
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public void SendVoice(ArraySegment<byte> data)
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{
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VoiceQueued?.Invoke(data);
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}
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public void SetPlayerJoined(string id)
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{
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Debug.Log("Dissonance player joined");
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PlayerJoined?.Invoke(id, initSettings);
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RoomEvent re = new RoomEvent
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{
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Joined = true,
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Room = "Global",
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PlayerName = id
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};
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PlayerEnteredRoom?.Invoke(re);
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}
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public void SetPlayerLeft(string id)
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{
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RoomEvent re = new RoomEvent
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{
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Joined = false,
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Room = "Global",
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PlayerName = id
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};
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PlayerExitedRoom?.Invoke(re);
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PlayerLeft?.Invoke(id);
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}
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public void SetPlayerStartedSpeaking(string id)
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{
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PlayerStartedSpeaking?.Invoke(id);
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}
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public void SetPlayerStoppedSpeaking(string id)
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{
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PlayerStoppedSpeaking?.Invoke(id);
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}
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}
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}
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@ -0,0 +1,195 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using Dissonance;
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using UnityEngine;
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namespace VelNetUnity
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{
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[RequireComponent(typeof(VelCommsNetwork))]
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[AddComponentMenu("VelNetUnity/Dissonance/VelNet Dissonance Player")]
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public class VelNetDissonancePlayer : NetworkObject, IDissonancePlayer
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{
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private VelCommsNetwork comms;
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private bool isSpeaking;
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private uint lastAudioId;
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public string dissonanceID = "";
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//required by dissonance for spatial audio
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public string PlayerId => dissonanceID;
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public Vector3 Position => transform.position;
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public Quaternion Rotation => transform.rotation;
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public NetworkPlayerType Type => owner.isLocal ? NetworkPlayerType.Local : NetworkPlayerType.Remote;
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public bool IsTracking => true;
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public Vector3 targetPosition;
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public Quaternion targetRotation;
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public List<VelNetDissonancePlayer> allPlayers = new List<VelNetDissonancePlayer>();
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public List<int> closePlayers = new List<int>();
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[Tooltip("Maximum distance to transmit voice data. 0 to always send voice to all players.")]
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public float maxDistance;
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// Start is called before the first frame update
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private void Start()
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{
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comms = FindObjectOfType<VelCommsNetwork>();
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if (!allPlayers.Contains(this))
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{
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allPlayers.Add(this);
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}
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if (owner.isLocal)
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{
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SetDissonanceID(comms.dissonanceId);
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comms.VoiceQueued += SendVoiceData;
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//we also need to know when other players join, so we can send the dissonance ID again
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NetworkManager.instance.OnPlayerJoined += (player) =>
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{
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byte[] b = Encoding.UTF8.GetBytes(dissonanceID);
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owner.SendMessage(this, "d", b);
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};
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NetworkManager.instance.SetupMessageGroup("close", closePlayers.ToArray());
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}
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}
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public override void HandleMessage(string identifier, byte[] message)
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{
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switch (identifier)
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{
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case "a": //audio data
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{
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if (isSpeaking)
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{
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comms.VoiceReceived(dissonanceID, message);
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}
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break;
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}
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case "d": //dissonance id (player joined)
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{
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if (dissonanceID == "") // I don't have this yet
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{
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dissonanceID = Encoding.UTF8.GetString(message);
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// tell the comms network that this player joined the channel
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comms.SetPlayerJoined(dissonanceID); // tell dissonance
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comms.comms.TrackPlayerPosition(this); // tell dissonance to track the remote player
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}
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break;
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}
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case "x": // speaking state
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{
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if (message[0] == 0)
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{
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comms.SetPlayerStoppedSpeaking(dissonanceID);
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isSpeaking = false;
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}
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else
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{
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comms.SetPlayerStartedSpeaking(dissonanceID);
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isSpeaking = true;
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}
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break;
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}
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}
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}
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private void SendVoiceData(ArraySegment<byte> data)
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{
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// need to send it
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if (owner == null || !owner.isLocal) return;
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using MemoryStream mem = new MemoryStream();
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using BinaryWriter writer = new BinaryWriter(mem);
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writer.Write(BitConverter.GetBytes(lastAudioId++));
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writer.Write(data.ToArray());
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// send voice data unreliably
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owner.SendGroupMessage(this, "close", "a", mem.ToArray(), false);
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}
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/// <summary>
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/// This sort of all initializes dissonance
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/// </summary>
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/// <param name="id">Dissonance ID</param>
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public void SetDissonanceID(string id)
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{
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dissonanceID = id;
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byte[] b = Encoding.UTF8.GetBytes(dissonanceID);
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owner.SendMessage(this, "d", b);
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comms.comms.TrackPlayerPosition(this);
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}
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private void VoiceInitialized(string id)
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{
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dissonanceID = id;
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}
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private void OnDestroy()
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{
|
||||
comms.SetPlayerLeft(dissonanceID);
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
if (owner == null) return;
|
||||
if (!owner.isLocal) return;
|
||||
|
||||
// handle nearness cutoff
|
||||
if (maxDistance > 0)
|
||||
{
|
||||
bool closePlayerListChanged = false;
|
||||
foreach (VelNetDissonancePlayer p in allPlayers)
|
||||
{
|
||||
if (p == this)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float dist = Vector3.Distance(p.transform.position, transform.position);
|
||||
if (dist < maxDistance && !closePlayers.Contains(p.owner.userid))
|
||||
{
|
||||
closePlayers.Add(p.owner.userid);
|
||||
closePlayerListChanged = true;
|
||||
}
|
||||
else if (dist >= maxDistance && closePlayers.Contains(p.owner.userid))
|
||||
{
|
||||
closePlayers.Remove(p.owner.userid);
|
||||
closePlayerListChanged = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (closePlayerListChanged)
|
||||
{
|
||||
NetworkManager.instance.SetupMessageGroup("close", closePlayers);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//handle dissonance comms
|
||||
|
||||
//if we're not speaking, and the comms say we are, send a speaking event, which will be received on other network players and sent to their comms accordingly
|
||||
if (comms.comms.FindPlayer(dissonanceID)?.IsSpeaking != isSpeaking) //unfortunately, there does not seem to be an event for this
|
||||
{
|
||||
isSpeaking = !isSpeaking;
|
||||
byte[] toSend = { isSpeaking ? (byte)1 : (byte)0 };
|
||||
owner.SendMessage(this, "x", toSend);
|
||||
|
||||
if (!isSpeaking)
|
||||
{
|
||||
lastAudioId = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c773e094326d413bb1bca7f91cbf7f8c
|
||||
timeCreated: 1641506874
|
||||
|
|
@ -1,109 +0,0 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Dissonance;
|
||||
using Dissonance.Extensions;
|
||||
using Dissonance.Networking;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class VelCommsNetwork : MonoBehaviour, ICommsNetwork
|
||||
{
|
||||
public ConnectionStatus Status
|
||||
{
|
||||
get
|
||||
{
|
||||
return manager.connected?ConnectionStatus.Connected:ConnectionStatus.Disconnected;
|
||||
}
|
||||
}
|
||||
|
||||
public NetworkMode Mode
|
||||
{
|
||||
get
|
||||
{
|
||||
return NetworkMode.Client;
|
||||
}
|
||||
}
|
||||
|
||||
public event Action<NetworkMode> ModeChanged;
|
||||
public event Action<string, CodecSettings> PlayerJoined;
|
||||
public event Action<string> PlayerLeft;
|
||||
public event Action<VoicePacket> VoicePacketReceived;
|
||||
public event Action<TextMessage> TextPacketReceived;
|
||||
public event Action<string> PlayerStartedSpeaking;
|
||||
public event Action<string> PlayerStoppedSpeaking;
|
||||
public event Action<RoomEvent> PlayerEnteredRoom;
|
||||
public event Action<RoomEvent> PlayerExitedRoom;
|
||||
|
||||
ConnectionStatus _status = ConnectionStatus.Disconnected;
|
||||
CodecSettings initSettings;
|
||||
public string dissonanceId;
|
||||
public DissonanceComms comms;
|
||||
public NetworkManager manager;
|
||||
|
||||
public Action<ArraySegment<byte>> voiceQueued = delegate { }; //listen to this if you want to send voice
|
||||
|
||||
public void Initialize(string playerName, Rooms rooms, PlayerChannels playerChannels, RoomChannels roomChannels, CodecSettings codecSettings)
|
||||
{
|
||||
dissonanceId = playerName;
|
||||
initSettings = codecSettings;
|
||||
comms.ResetMicrophoneCapture();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
public void SendText(string data, ChannelType recipientType, string recipientId)
|
||||
{
|
||||
Debug.Log("sending text");
|
||||
}
|
||||
|
||||
public void SendVoice(ArraySegment<byte> data)
|
||||
{
|
||||
voiceQueued(data);
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
_status = ConnectionStatus.Connected;
|
||||
comms = GetComponent<DissonanceComms>();
|
||||
|
||||
}
|
||||
|
||||
public void playerJoined(string id)
|
||||
{
|
||||
Debug.Log("dissonance player joined");
|
||||
PlayerJoined(id, initSettings);
|
||||
RoomEvent re = new RoomEvent();
|
||||
re.Joined = true;
|
||||
re.Room = "Global";
|
||||
re.PlayerName = id;
|
||||
PlayerEnteredRoom(re);
|
||||
}
|
||||
|
||||
public void playerLeft(string id)
|
||||
{
|
||||
RoomEvent re = new RoomEvent();
|
||||
re.Joined = false;
|
||||
re.Room = "Global";
|
||||
re.PlayerName = id;
|
||||
PlayerExitedRoom(re);
|
||||
PlayerLeft(id);
|
||||
}
|
||||
|
||||
public void playerStartedSpeaking(string id)
|
||||
{
|
||||
PlayerStartedSpeaking(id);
|
||||
}
|
||||
public void playerStoppedSpeaking(string id)
|
||||
{
|
||||
PlayerStoppedSpeaking(id);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -1,73 +1,71 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
public class NetworkGUI : MonoBehaviour
|
||||
|
||||
namespace VelNetUnity
|
||||
{
|
||||
public NetworkManager networkManager;
|
||||
public InputField userInput;
|
||||
public InputField sendInput;
|
||||
public InputField roomInput;
|
||||
public Text messages;
|
||||
public List<string> messageBuffer;
|
||||
public Dropdown microphones;
|
||||
Dissonance.DissonanceComms comms;
|
||||
public void handleSend()
|
||||
{
|
||||
if(sendInput.text != "")
|
||||
{
|
||||
networkManager.sendTo(NetworkManager.MessageType.OTHERS,sendInput.text);
|
||||
}
|
||||
}
|
||||
public void handleLogin()
|
||||
{
|
||||
if(userInput.text != "")
|
||||
{
|
||||
networkManager.login(userInput.text, "nopass");
|
||||
}
|
||||
}
|
||||
public void handleJoin()
|
||||
{
|
||||
if(roomInput.text != "")
|
||||
{
|
||||
public class NetworkGUI : MonoBehaviour
|
||||
{
|
||||
public NetworkManager networkManager;
|
||||
public InputField userInput;
|
||||
public InputField sendInput;
|
||||
public InputField roomInput;
|
||||
public Text messages;
|
||||
public List<string> messageBuffer;
|
||||
public Dropdown microphones;
|
||||
Dissonance.DissonanceComms comms;
|
||||
|
||||
networkManager.join(roomInput.text);
|
||||
}
|
||||
public void HandleSend()
|
||||
{
|
||||
if (sendInput.text != "")
|
||||
{
|
||||
networkManager.SendTo(NetworkManager.MessageType.OTHERS, sendInput.text);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
public void HandleLogin()
|
||||
{
|
||||
if (userInput.text != "")
|
||||
{
|
||||
networkManager.Login(userInput.text, "nopass");
|
||||
}
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
comms = GameObject.FindObjectOfType<Dissonance.DissonanceComms>();
|
||||
microphones.AddOptions(new List<string>(Microphone.devices));
|
||||
networkManager.messageReceived += (m) => {
|
||||
string s = m.type + ":" + m.sender +":" + m.text;
|
||||
messageBuffer.Add(s);
|
||||
messages.text = "";
|
||||
public void HandleJoin()
|
||||
{
|
||||
if (roomInput.text != "")
|
||||
{
|
||||
networkManager.Join(roomInput.text);
|
||||
}
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
comms = FindObjectOfType<Dissonance.DissonanceComms>();
|
||||
microphones.AddOptions(new List<string>(Microphone.devices));
|
||||
networkManager.MessageReceived += (m) =>
|
||||
{
|
||||
string s = m.type + ":" + m.sender + ":" + m.text;
|
||||
messageBuffer.Add(s);
|
||||
messages.text = "";
|
||||
|
||||
|
||||
if (messageBuffer.Count > 10)
|
||||
{
|
||||
messageBuffer.RemoveAt(0);
|
||||
}
|
||||
|
||||
foreach (string msg in messageBuffer)
|
||||
{
|
||||
messages.text = messages.text + msg + "\n";
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
if(messageBuffer.Count > 10)
|
||||
{
|
||||
messageBuffer.RemoveAt(0);
|
||||
}
|
||||
for(int i = 0; i < messageBuffer.Count; i++)
|
||||
{
|
||||
messages.text = messages.text + messageBuffer[i] + "\n";
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
public void handleMicrophoneSelection()
|
||||
{
|
||||
comms.MicrophoneName = microphones.options[microphones.value].text;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
public void handleMicrophoneSelection()
|
||||
{
|
||||
comms.MicrophoneName = microphones.options[microphones.value].text;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,244 +1,100 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using Dissonance;
|
||||
using System.Text;
|
||||
public class PlayerController : NetworkObject, Dissonance.IDissonancePlayer
|
||||
|
||||
namespace VelNetUnity
|
||||
{
|
||||
VelCommsNetwork comms;
|
||||
bool isSpeaking = false;
|
||||
uint lastAudioId = 0;
|
||||
public string dissonanceID="";
|
||||
//required by dissonance for spatial audio
|
||||
public string PlayerId => dissonanceID;
|
||||
public Vector3 Position => transform.position;
|
||||
public Quaternion Rotation => transform.rotation;
|
||||
public NetworkPlayerType Type => this.owner.isLocal ? NetworkPlayerType.Local : NetworkPlayerType.Remote;
|
||||
public bool IsTracking => true;
|
||||
public class PlayerController : NetworkObject
|
||||
{
|
||||
public Vector3 targetPosition;
|
||||
public Quaternion targetRotation;
|
||||
|
||||
public Vector3 targetPosition;
|
||||
public Quaternion targetRotation;
|
||||
public byte[] GetSyncMessage()
|
||||
{
|
||||
using MemoryStream mem = new MemoryStream();
|
||||
using BinaryWriter writer = new BinaryWriter(mem);
|
||||
|
||||
public List<int> closePlayers = new List<int>();
|
||||
writer.Write(transform.position);
|
||||
writer.Write(transform.rotation);
|
||||
|
||||
return mem.ToArray();
|
||||
}
|
||||
|
||||
public override void HandleMessage(string identifier, byte[] message)
|
||||
{
|
||||
switch (identifier)
|
||||
{
|
||||
case "s": // sync message
|
||||
{
|
||||
using MemoryStream mem = new MemoryStream(message);
|
||||
using BinaryReader reader = new BinaryReader(mem);
|
||||
|
||||
targetPosition = reader.ReadVector3();
|
||||
targetRotation = reader.ReadQuaternion();
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
// player controller shouldn't change ownership, so we can check here once
|
||||
if (owner.isLocal)
|
||||
{
|
||||
StartCoroutine(SyncBehavior());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public byte[] getSyncMessage()
|
||||
{
|
||||
float[] data = new float[7];
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
data[i] = transform.position[i];
|
||||
data[i + 3] = transform.rotation[i];
|
||||
}
|
||||
data[6] = transform.rotation[3];
|
||||
private IEnumerator SyncBehavior()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
owner.SendMessage(this, "s", GetSyncMessage());
|
||||
yield return new WaitForSeconds(.1f);
|
||||
}
|
||||
}
|
||||
|
||||
byte[] toReturn = new byte[sizeof(float) * data.Length];
|
||||
Buffer.BlockCopy(data, 0, toReturn, 0, toReturn.Length);
|
||||
return toReturn;
|
||||
}
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
if (owner != null && !owner.isLocal)
|
||||
{
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, .1f);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, .1f);
|
||||
}
|
||||
else if (owner != null && owner.isLocal)
|
||||
{
|
||||
Vector3 movement = new Vector3();
|
||||
movement.x += Input.GetAxis("Horizontal");
|
||||
movement.y += Input.GetAxis("Vertical");
|
||||
movement.z = 0;
|
||||
transform.Translate(movement * Time.deltaTime);
|
||||
|
||||
public override void handleMessage(string identifier, byte[] message)
|
||||
{
|
||||
switch (identifier)
|
||||
{
|
||||
case "s": //sync message
|
||||
float[] data = new float[7];
|
||||
Buffer.BlockCopy(message, 0, data, 0, message.Length);
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
targetPosition[i] = data[i];
|
||||
targetRotation[i] = data[i + 3];
|
||||
}
|
||||
targetRotation[3] = data[6];
|
||||
break;
|
||||
case "a": //audio data
|
||||
{
|
||||
if (isSpeaking)
|
||||
{
|
||||
comms.voiceReceived(dissonanceID, message);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case "d": //dissonance id (player joined)
|
||||
{
|
||||
if (dissonanceID == "") //I don't have this yet
|
||||
{
|
||||
dissonanceID = Encoding.UTF8.GetString(message);
|
||||
//tell the comms network that this player joined the channel
|
||||
comms.playerJoined(dissonanceID); //tell dissonance
|
||||
comms.comms.TrackPlayerPosition(this); //tell dissonance to track the remote player
|
||||
}
|
||||
break;
|
||||
}
|
||||
case "x": //speaking state
|
||||
{
|
||||
if (message[0]==0)
|
||||
{
|
||||
comms.playerStoppedSpeaking(dissonanceID);
|
||||
isSpeaking = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
owner.NetworkInstantiate("TestNetworkedGameObject");
|
||||
}
|
||||
|
||||
comms.playerStartedSpeaking(dissonanceID);
|
||||
isSpeaking = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.BackQuote))
|
||||
{
|
||||
foreach (KeyValuePair<string, NetworkObject> kvp in NetworkManager.instance.objects)
|
||||
{
|
||||
owner.TakeOwnership(kvp.Key);
|
||||
}
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
//handle dissonance stuff
|
||||
comms = GameObject.FindObjectOfType<VelCommsNetwork>();
|
||||
if(comms != null)
|
||||
{
|
||||
if (owner.isLocal)
|
||||
{
|
||||
setDissonanceID(comms.dissonanceId);
|
||||
comms.voiceQueued += sendVoiceData;
|
||||
|
||||
//we also need to know when other players join, so we can send the dissonance ID again
|
||||
|
||||
owner.manager.onPlayerJoined += (player) =>
|
||||
{
|
||||
byte[] b = Encoding.UTF8.GetBytes(dissonanceID);
|
||||
owner.sendMessage(this, "d", b);
|
||||
};
|
||||
owner.manager.setupMessageGroup("close", closePlayers.ToArray());
|
||||
}
|
||||
}
|
||||
if (owner.isLocal)
|
||||
{
|
||||
StartCoroutine(syncBehavior());
|
||||
}
|
||||
}
|
||||
|
||||
void sendVoiceData(ArraySegment<byte> data)
|
||||
{
|
||||
//need to send it
|
||||
if(owner != null && owner.isLocal)
|
||||
{
|
||||
byte[] toSend = new byte[data.Count+4];
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
public void setDissonanceID(string id) //this sort of all initializes dissonance
|
||||
{
|
||||
dissonanceID = id;
|
||||
byte[] b = Encoding.UTF8.GetBytes(dissonanceID);
|
||||
owner.sendMessage(this, "d", b);
|
||||
comms.comms.TrackPlayerPosition(this);
|
||||
}
|
||||
|
||||
void voiceInitialized(string id)
|
||||
{
|
||||
dissonanceID = id;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
comms.playerLeft(dissonanceID);
|
||||
}
|
||||
|
||||
|
||||
IEnumerator syncBehavior()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
owner.sendMessage(this, "s", getSyncMessage());
|
||||
yield return new WaitForSeconds(.1f);
|
||||
}
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (owner != null && owner.isLocal) {
|
||||
|
||||
PlayerController[] players = GameObject.FindObjectsOfType<PlayerController>();
|
||||
bool shouldUpdate = false;
|
||||
for (int i = 0; i < players.Length; i++)
|
||||
{
|
||||
if (players[i] == this) { continue; }
|
||||
float dist = Vector3.Distance(players[i].transform.position, this.transform.position);
|
||||
if (dist < 2 && !closePlayers.Contains(players[i].owner.userid))
|
||||
{
|
||||
closePlayers.Add(players[i].owner.userid);
|
||||
shouldUpdate = true;
|
||||
}
|
||||
else if(dist >=2 && closePlayers.Contains(players[i].owner.userid))
|
||||
{
|
||||
closePlayers.Remove(players[i].owner.userid);
|
||||
shouldUpdate = true;
|
||||
}
|
||||
}
|
||||
if (shouldUpdate)
|
||||
{
|
||||
owner.manager.setupMessageGroup("close", closePlayers.ToArray());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (owner != null && !owner.isLocal)
|
||||
{
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, .1f);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, .1f);
|
||||
}
|
||||
else if(owner != null && owner.isLocal)
|
||||
{
|
||||
|
||||
//handle dissonance comms
|
||||
|
||||
//if we're not speaking, and the comms say we are, send a speaking event, which will be received on other network players and sent to their comms accordingly
|
||||
if (comms.comms.FindPlayer(dissonanceID).IsSpeaking != isSpeaking) //unfortunately, there does not seem to be an event for this
|
||||
{
|
||||
isSpeaking = !isSpeaking;
|
||||
byte[] toSend = new byte[1];
|
||||
toSend[0] = isSpeaking ? (byte)1 : (byte)0;
|
||||
owner.sendMessage(this, "x", toSend);
|
||||
|
||||
if (!isSpeaking)
|
||||
{
|
||||
lastAudioId = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
Vector3 movement = new Vector3();
|
||||
movement.x += Input.GetAxis("Horizontal");
|
||||
movement.y += Input.GetAxis("Vertical");
|
||||
movement.z = 0;
|
||||
transform.Translate(movement * Time.deltaTime);
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
owner.networkInstantiate("TestNetworkedGameObject");
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.BackQuote))
|
||||
{
|
||||
foreach(KeyValuePair<string,NetworkObject> kvp in owner.manager.objects)
|
||||
{
|
||||
owner.takeOwnership(kvp.Key);
|
||||
}
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.Backspace))
|
||||
{
|
||||
foreach (KeyValuePair<string, NetworkObject> kvp in owner.manager.objects)
|
||||
{
|
||||
owner.networkDestroy(kvp.Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.Backspace))
|
||||
{
|
||||
foreach (KeyValuePair<string, NetworkObject> kvp in NetworkManager.instance.objects)
|
||||
{
|
||||
owner.NetworkDestroy(kvp.Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -14,6 +14,8 @@ GameObject:
|
|||
- component: {fileID: 5845716565458182149}
|
||||
- component: {fileID: 5713671764962751473}
|
||||
- component: {fileID: -4404668399269848200}
|
||||
- component: {fileID: 7065383111165629622}
|
||||
- component: {fileID: 1181612843795795320}
|
||||
m_Layer: 0
|
||||
m_Name: PlayerPrefab
|
||||
m_TagString: Untagged
|
||||
|
|
@ -109,15 +111,11 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: d8d3b6de660834e3e898725928251405, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
myObject: {fileID: -4404668399269848200}
|
||||
userid: 0
|
||||
username:
|
||||
room:
|
||||
manager: {fileID: 0}
|
||||
isLocal: 0
|
||||
lastObjectId: 0
|
||||
commsNetwork: {fileID: 0}
|
||||
dissonanceID:
|
||||
--- !u!114 &-4404668399269848200
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -132,5 +130,43 @@ MonoBehaviour:
|
|||
m_EditorClassIdentifier:
|
||||
owner: {fileID: 5713671764962751473}
|
||||
networkId:
|
||||
prefabName:
|
||||
isSceneObject: 0
|
||||
targetPosition: {x: 0, y: 0, z: 0}
|
||||
targetRotation: {x: 0, y: 0, z: 0, w: 0}
|
||||
--- !u!114 &7065383111165629622
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 6139051692386484099}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 5d2009d8e264649749c0315d48765749, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
dissonanceId:
|
||||
comms: {fileID: 0}
|
||||
--- !u!114 &1181612843795795320
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 6139051692386484099}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: c773e094326d413bb1bca7f91cbf7f8c, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
owner: {fileID: 5713671764962751473}
|
||||
networkId:
|
||||
prefabName:
|
||||
isSceneObject: 0
|
||||
dissonanceID:
|
||||
targetPosition: {x: 0, y: 0, z: 0}
|
||||
targetRotation: {x: 0, y: 0, z: 0, w: 0}
|
||||
allPlayers: []
|
||||
closePlayers:
|
||||
maxDistance: 0
|
||||
|
|
|
|||
|
|
@ -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}
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
"self-hosted"
|
||||
],
|
||||
"author": {
|
||||
"name": "Kyle Johnsen",
|
||||
"name": "Virtual Experiences Laboratory",
|
||||
"email": "kjohnsen@uga.edu",
|
||||
"url": "https://vel.engr.uga.edu"
|
||||
},
|
||||
|
|
@ -17,7 +17,7 @@
|
|||
{
|
||||
"displayName": "Dissonance Integration",
|
||||
"description": "Includes support for Dissonance Voice, available separately from the Unity Asset Store.",
|
||||
"path": "Samples~/DissonanceIntegration"
|
||||
"path": "Samples~/Dissonance Integration"
|
||||
},
|
||||
{
|
||||
"displayName": "Example",
|
||||
|
|
|
|||
Loading…
Reference in New Issue