VelNet-Unity/TestVelGameServer/Packages/VelNetUnity/Samples~/Example
Anton Franzluebbers ca96e555b2 big reorganization to make NetworkObjects pass messages on to NetworkComponent, which do the actual syncing. Removed the need for a Player gameobject, added a ownershipLocked option for possible player objects, simplified instantiation process - but it doesn't seem to work all the time 2022-01-07 02:33:10 -05:00
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NetworkGUI.cs big reorganization to make NetworkObjects pass messages on to NetworkComponent, which do the actual syncing. Removed the need for a Player gameobject, added a ownershipLocked option for possible player objects, simplified instantiation process - but it doesn't seem to work all the time 2022-01-07 02:33:10 -05:00
NetworkGUI.cs.meta reorganized into a package, added a namespace, added an assemblydefinition, attempt at ci for upm branch creation 2022-01-06 16:02:50 -05:00
PlayerController.cs big reorganization to make NetworkObjects pass messages on to NetworkComponent, which do the actual syncing. Removed the need for a Player gameobject, added a ownershipLocked option for possible player objects, simplified instantiation process - but it doesn't seem to work all the time 2022-01-07 02:33:10 -05:00
PlayerController.cs.meta reorganized into a package, added a namespace, added an assemblydefinition, attempt at ci for upm branch creation 2022-01-06 16:02:50 -05:00
PlayerPrefab.prefab big reorganization to make NetworkObjects pass messages on to NetworkComponent, which do the actual syncing. Removed the need for a Player gameobject, added a ownershipLocked option for possible player objects, simplified instantiation process - but it doesn't seem to work all the time 2022-01-07 02:33:10 -05:00
PlayerPrefab.prefab.meta reorganized into a package, added a namespace, added an assemblydefinition, attempt at ci for upm branch creation 2022-01-06 16:02:50 -05:00
TestNetworkedGameObject.prefab big reorganization to make NetworkObjects pass messages on to NetworkComponent, which do the actual syncing. Removed the need for a Player gameobject, added a ownershipLocked option for possible player objects, simplified instantiation process - but it doesn't seem to work all the time 2022-01-07 02:33:10 -05:00
TestNetworkedGameObject.prefab.meta reorganized into a package, added a namespace, added an assemblydefinition, attempt at ci for upm branch creation 2022-01-06 16:02:50 -05:00
VelNetMan.cs big reorganization to make NetworkObjects pass messages on to NetworkComponent, which do the actual syncing. Removed the need for a Player gameobject, added a ownershipLocked option for possible player objects, simplified instantiation process - but it doesn't seem to work all the time 2022-01-07 02:33:10 -05:00
VelNetMan.cs.meta big reorganization to make NetworkObjects pass messages on to NetworkComponent, which do the actual syncing. Removed the need for a Player gameobject, added a ownershipLocked option for possible player objects, simplified instantiation process - but it doesn't seem to work all the time 2022-01-07 02:33:10 -05:00
test.unity big reorganization to make NetworkObjects pass messages on to NetworkComponent, which do the actual syncing. Removed the need for a Player gameobject, added a ownershipLocked option for possible player objects, simplified instantiation process - but it doesn't seem to work all the time 2022-01-07 02:33:10 -05:00
test.unity.meta reorganized into a package, added a namespace, added an assemblydefinition, attempt at ci for upm branch creation 2022-01-06 16:02:50 -05:00