VelNet-Unity/Runtime
Anton Franzluebbers eeb539ba49 bandaid for invalid master client id being sent by server 2022-04-01 14:37:08 -04:00
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Util correct conversion of messages to binary (maybe) 2022-01-25 22:50:30 -05:00
NetworkComponent.cs fixed group messages, fixed some errors with players leaving 2022-01-07 19:20:21 -05:00
NetworkComponent.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
NetworkObject.cs correct conversion of messages to binary (maybe) 2022-01-25 22:50:30 -05:00
NetworkObject.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
Util.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
VelNetManager.cs bandaid for invalid master client id being sent by server 2022-04-01 14:37:08 -04:00
VelNetManager.cs.meta Mostly working, except for dissonance speech 2022-01-19 00:30:37 -05:00
VelNetPlayer.cs added automatic reconnection of the socket after a disconnect, handle disconnects from timouts properly as a leave event to prevent errors and allow rejoining, fix delete network objects from not being sent across the network, add auto-rejoin option to the test scene, test scene uses callbacks instead of timed spacing to join server and room 2022-03-04 19:22:25 -05:00
VelNetPlayer.cs.meta fixed group messages, fixed some errors with players leaving 2022-01-07 19:20:21 -05:00