VelNet-Unity/TestVelGameServer/Assets/Samples/VelNet/1.0.4/Example
Anton Franzluebbers b274891a39 added syncrigidbody, added more binary extensions, fiexed some errors with scene changes, added a scene network id that is automatically generated and tested for uniqueness in the editor 2022-01-20 23:35:28 -05:00
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MouseDragger.cs added syncrigidbody, added more binary extensions, fiexed some errors with scene changes, added a scene network id that is automatically generated and tested for uniqueness in the editor 2022-01-20 23:35:28 -05:00
MouseDragger.cs.meta added mouse dragging script for testing, move networkdestroy and takeownership to static methods in the manager so not everybody needs references to the player, added a custom inspector to NetworkObject for showing owner and a button for automatically finding and assigning networkcomponents, better interpolation for synctransform based on serialization rate, synctransform can send local transforms, find new scene objects on scene load 2022-01-11 22:42:57 -05:00
NetworkGUI.cs fixed some more errors related to not cleaning up properly when switching rooms, catch more errors to prevent everything from breaking at once if the user makes an error, added NetworkSerializedObjectStream to avoid needing to initialize binary readers, updated example to include a shared textbox and leave room button 2022-01-13 01:10:53 -05:00
NetworkGUI.cs.meta removed dissonance integration 2022-01-07 19:54:58 -05:00
PlayerController.cs added syncrigidbody, added more binary extensions, fiexed some errors with scene changes, added a scene network id that is automatically generated and tested for uniqueness in the editor 2022-01-20 23:35:28 -05:00
PlayerController.cs.meta removed dissonance integration 2022-01-07 19:54:58 -05:00
PlayerPrefab.prefab added mouse dragging script for testing, move networkdestroy and takeownership to static methods in the manager so not everybody needs references to the player, added a custom inspector to NetworkObject for showing owner and a button for automatically finding and assigning networkcomponents, better interpolation for synctransform based on serialization rate, synctransform can send local transforms, find new scene objects on scene load 2022-01-11 22:42:57 -05:00
PlayerPrefab.prefab.meta removed dissonance integration 2022-01-07 19:54:58 -05:00
SyncedTextbox.cs fixed some more errors related to not cleaning up properly when switching rooms, catch more errors to prevent everything from breaking at once if the user makes an error, added NetworkSerializedObjectStream to avoid needing to initialize binary readers, updated example to include a shared textbox and leave room button 2022-01-13 01:10:53 -05:00
SyncedTextbox.cs.meta fixed some more errors related to not cleaning up properly when switching rooms, catch more errors to prevent everything from breaking at once if the user makes an error, added NetworkSerializedObjectStream to avoid needing to initialize binary readers, updated example to include a shared textbox and leave room button 2022-01-13 01:10:53 -05:00
TestNetworkedGameObject.prefab added syncrigidbody, added more binary extensions, fiexed some errors with scene changes, added a scene network id that is automatically generated and tested for uniqueness in the editor 2022-01-20 23:35:28 -05:00
TestNetworkedGameObject.prefab.meta removed dissonance integration 2022-01-07 19:54:58 -05:00
VelNetMan.cs more action callbacks for various events, removing objects on leave room, made some stuff static in VelNetManager 2022-01-07 23:23:03 -05:00
VelNetMan.cs.meta removed dissonance integration 2022-01-07 19:54:58 -05:00
test.unity added syncrigidbody, added more binary extensions, fiexed some errors with scene changes, added a scene network id that is automatically generated and tested for uniqueness in the editor 2022-01-20 23:35:28 -05:00
test.unity.meta removed dissonance integration 2022-01-07 19:54:58 -05:00