diff --git a/NetcodeSamples/.editorconfig b/NetcodeSamples/.editorconfig new file mode 100644 index 000000000..f269ed37b --- /dev/null +++ b/NetcodeSamples/.editorconfig @@ -0,0 +1,73 @@ +# see http://editorconfig.org/ for docs on this file + +root = true + +[*] +# help with sharing files across os's (i.e. network share or through local vm) +#end_of_line = lf +#charset temporarily disabled due to bug in VS2017 changing to UTF-8 with BOM (https://favro.com/card/c564ede4ed3337f7b17986b6/Uni-17877) +#charset = utf-8 +trim_trailing_whitespace = true +insert_final_newline = true + +# formattable file extensions (keep in sync with format.ini from unity-meta repo) +# +# Note: We need to split the formattable files configs into shorter duplicate entries (logically grouped) +# due to known issue in VS editorconfig extension where there is a limit of 51 characters (empirically determined). +# see: https://github.com/editorconfig/editorconfig-visualstudio/issues/21 +# +## uncrustify +[*.{c,h,cpp,hpp,m,mm,cc,cs}] +indent_style = space +indent_size = 4 + +## generic formatter (shaders) +[*.{cg,cginc,glslinc,hlsl,shader,y,ypp,yy}] +indent_style = space +indent_size = 4 + +## generic formatter (misc) +[*.{asm,s,S,pch,pchmm,java,sh,uss}] +indent_style = space +indent_size = 4 + +## perltidy +[*.{pl,pm,t,it}] +indent_style = space +indent_size = 4 + +## unity special +[*.{bindings,mem.xml}] +indent_style = space +indent_size = 4 + +# other filetypes we want to overwrite default configuration to preserve the standard +[{Makefile,makefile}] +# TAB characters are part of the Makefile format +indent_style = tab + +[*.{md,markdown}] +# trailing whitespace is significant in markdown (bad choice, bad!) +trim_trailing_whitespace = false + +# keep these and the VS stuff below in sync with .hgeol's CRLF extensions +[*.{vcproj,bat,cmd,xaml,tt,t4,ttinclude}] +end_of_line = crlf + +# this VS-specific stuff is based on experiments to see how VS will modify a file after it has been manually edited. +# the settings are meant to closely match what VS does to minimize unnecessary diffs. this duplicates some settings in * +# but let's be explicit here to be safe (in case someone wants to copy-paste this out to another .editorconfig). +[*.{vcxproj,vcxproj.filters,csproj,props,targets}] +indent_style = space +indent_size = 2 +end_of_line = crlf +charset = utf-8-bom +trim_trailing_whitespace = true +insert_final_newline = false +[*.{sln,sln.template}] +indent_style = tab +indent_size = 4 +end_of_line = crlf +charset = utf-8 +trim_trailing_whitespace = true +insert_final_newline = false \ No newline at end of file diff --git a/NetcodeSamples/Assets/SamplesCommon.Mixed/ExperimentalWarning.prefab.meta b/NetcodeSamples/Assets/Editor.meta similarity index 57% rename from NetcodeSamples/Assets/SamplesCommon.Mixed/ExperimentalWarning.prefab.meta rename to NetcodeSamples/Assets/Editor.meta index 2388b32de..b6e5ec8b5 100644 --- a/NetcodeSamples/Assets/SamplesCommon.Mixed/ExperimentalWarning.prefab.meta +++ b/NetcodeSamples/Assets/Editor.meta @@ -1,6 +1,7 @@ fileFormatVersion: 2 -guid: 73e785ca2d77249ce9d9b51484db7e00 -PrefabImporter: +guid: 847842c0b2e895d43af402f755708d70 +folderAsset: yes +DefaultImporter: externalObjects: {} userData: assetBundleName: diff --git a/NetcodeSamples/Assets/RenderGraphAutoAdoption.cs b/NetcodeSamples/Assets/RenderGraphAutoAdoption.cs deleted file mode 100644 index 41c939596..000000000 --- a/NetcodeSamples/Assets/RenderGraphAutoAdoption.cs +++ /dev/null @@ -1,51 +0,0 @@ -#if UNITY_6000_0_OR_NEWER && UNITY_EDITOR && !URP_COMPATIBILITY_MODE - -using UnityEditor; -using UnityEditor.Build; -using UnityEditor.Build.Reporting; -using UnityEngine.Rendering; -using UnityEngine.Rendering.Universal; - -public class RenderGraphAutoAdoption : IPreprocessBuildWithReport -{ - public int callbackOrder => int.MinValue + 99; // just before URPPreprocessBuild - - void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report) - { - if (GraphicsSettings.currentRenderPipelineAssetType != typeof(UniversalRenderPipelineAsset)) - return; - - //changing the boolean through serialization as it is private - var settings = GraphicsSettings.GetRenderPipelineSettings(); - var global = GraphicsSettings.GetSettingsForRenderPipeline(); - var so = new SerializedObject(global); - SerializedProperty settingsProperty = null; - - //finding back RenderGraphSettings in global settings serilized object - var propertyIterator = so.FindProperty("m_Settings.m_SettingsList.m_List"); //start from the root of settings collection - var end = propertyIterator.GetEndProperty(); - propertyIterator.NextVisible(true); //enter collection - while (!SerializedProperty.EqualContents(propertyIterator, end)) - { - if (propertyIterator?.boxedValue == settings) - { - settingsProperty = propertyIterator; - break; - } - propertyIterator.NextVisible(false); - } - if (settingsProperty == null) - throw new BuildFailedException("Missing RenderGraphSettings in UniversalRenderPipeline's IRenderPipelineGraphicsSettings"); - - //update to use RenderGraph - var flag = settingsProperty.FindPropertyRelative("m_EnableRenderCompatibilityMode"); - if (!flag.boolValue) - return; - - flag.boolValue = false; - so.ApplyModifiedPropertiesWithoutUndo(); - AssetDatabase.SaveAssetIfDirty(global); - } -} - -#endif \ No newline at end of file diff --git a/NetcodeSamples/Assets/RenderGraphAutoAdoption.cs.meta b/NetcodeSamples/Assets/RenderGraphAutoAdoption.cs.meta deleted file mode 100644 index 029f830ee..000000000 --- a/NetcodeSamples/Assets/RenderGraphAutoAdoption.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6ee8f475bb8b8b245bf2394ce8b6db65 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/NetcodeSamples/Assets/Samples/Asteroids/Client/Components/ParticleEmitterComponent.cs b/NetcodeSamples/Assets/Samples/Asteroids/Client/Components/ParticleEmitterComponent.cs index 1c213ba97..e06aa6853 100644 --- a/NetcodeSamples/Assets/Samples/Asteroids/Client/Components/ParticleEmitterComponent.cs +++ b/NetcodeSamples/Assets/Samples/Asteroids/Client/Components/ParticleEmitterComponent.cs @@ -23,5 +23,6 @@ public struct ParticleEmitterComponentData : IComponentData public int active; + [System.NonSerialized] public Entity particlePrefab; } diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01_BootstrapAndFrontend/Frontend/Frontend.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01_BootstrapAndFrontend/Frontend/Frontend.cs index 536db0fe0..e44ccfa7b 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01_BootstrapAndFrontend/Frontend/Frontend.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01_BootstrapAndFrontend/Frontend/Frontend.cs @@ -190,12 +190,12 @@ protected void StartIpPortClientServer() async Task SetHudSessionName() { - var frontendHud = FindFirstObjectByType(); + var frontendHud = FindAnyObjectByType(); // HUD scene might not be loaded yet so we'll need to poll for it while (frontendHud == null) { await Task.Delay(100); - frontendHud = FindFirstObjectByType(); + frontendHud = FindAnyObjectByType(); } frontendHud.LobbyName.text = m_Session.Id; } @@ -220,7 +220,7 @@ void OnSessionMigrated() if (m_Session.IsHost) { // Connect the server migration stats HUD - var statsText = FindFirstObjectByType().StatsText; + var statsText = FindAnyObjectByType().StatsText; ClientServerBootstrap.ServerWorld.GetExistingSystemManaged().StatsText = statsText; // Disable the client status HUD diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01_BootstrapAndFrontend/Frontend/FrontendHUD.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01_BootstrapAndFrontend/Frontend/FrontendHUD.cs index 915cc2227..60457ff29 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01_BootstrapAndFrontend/Frontend/FrontendHUD.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01_BootstrapAndFrontend/Frontend/FrontendHUD.cs @@ -71,7 +71,7 @@ public void Start() // We must always have an event system (DOTS-7177), but some scenes will already have one, // so we only enable ours if we can't find someone else's. - if (FindFirstObjectByType() == null) + if (FindAnyObjectByType() == null) m_EventSystem.gameObject.SetActive(true); } } diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01d_HostMigration/HostMigrationController.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01d_HostMigration/HostMigrationController.cs index 75d4a841f..25caf5db8 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01d_HostMigration/HostMigrationController.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01d_HostMigration/HostMigrationController.cs @@ -110,7 +110,7 @@ void Start() if (ClientServerBootstrap.RequestedPlayType != ClientServerBootstrap.PlayType.ClientAndServer) Debug.LogError($"[HostMigration] Creating client/server worlds is not allowed if playmode is set to {ClientServerBootstrap.RequestedPlayType}"); m_MigrationDataBlob = new NativeList(InitialDataSize, Allocator.Persistent); - m_HostMigrationFrontend = FindFirstObjectByType(); + m_HostMigrationFrontend = FindAnyObjectByType(); DontDestroyOnLoad(this); } @@ -119,7 +119,7 @@ internal void OnSceneLoaded(Scene scene, LoadSceneMode mode) if (scene.name == Frontend.SceneName) { Debug.Log("[HostMigration] Re-entering frontend scene, leaving lobby"); - m_HostMigrationFrontend = FindFirstObjectByType(); + m_HostMigrationFrontend = FindAnyObjectByType(); StopHeartbeat(); LeaveLobby(); m_LastUpdateTime = 0; @@ -130,10 +130,10 @@ internal void OnSceneLoaded(Scene scene, LoadSceneMode mode) void OnKickedFromLobby() { Debug.Log("[HostMigration] Left lobby"); - if (FindFirstObjectByType() == null) + if (FindAnyObjectByType() == null) { Debug.Log($"[HostMigration] Re-entering frontend scene as we've left the lobby now"); - var frontendHud = FindFirstObjectByType(); + var frontendHud = FindAnyObjectByType(); frontendHud?.ReturnToFrontend(); } } @@ -376,7 +376,7 @@ async Task CheckHostMigration(ILobbyChanges changes) ClientServerBootstrap.ClientWorld.EntityManager.DestroyEntity(clientRelayEntity); // cleanup as this is no longer needed // Connect the server migration stats HUD - var statsText = FindFirstObjectByType().StatsText; + var statsText = FindAnyObjectByType().StatsText; ClientServerBootstrap.ServerWorld.GetExistingSystemManaged().StatsText = statsText; // Disable the client status HUD @@ -403,7 +403,7 @@ async Task CheckHostMigration(ILobbyChanges changes) HostMigrationHUD.SetWaitForRelayConnection(new WaitForRelayConnection() { WaitForJoinCode = true, OldJoinCode = RelayJoinCode, IsHostMigration = true, StartTime = Time.realtimeSinceStartup}); // Connect the migration stats HUD - var statsText = FindFirstObjectByType().StatsText; + var statsText = FindAnyObjectByType().StatsText; var clientMigrationSystem = ClientServerBootstrap.ClientWorld.GetExistingSystemManaged(); clientMigrationSystem.StatsText = statsText; } diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01d_HostMigration/HostMigrationFrontend.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01d_HostMigration/HostMigrationFrontend.cs index d34d3767f..bf42a2a15 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01d_HostMigration/HostMigrationFrontend.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01d_HostMigration/HostMigrationFrontend.cs @@ -74,7 +74,7 @@ public override void Start() protected override void OnStart() { - hostMigrationController = FindFirstObjectByType(); + hostMigrationController = FindAnyObjectByType(); if (hostMigrationController == null) hostMigrationController = Instantiate(hostMigrationControllerPrefab).GetComponent(); SceneManager.sceneLoaded += hostMigrationController.OnSceneLoaded; diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/02_ConnectionMonitor/ConnectionMonitorSystem.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/02_ConnectionMonitor/ConnectionMonitorSystem.cs index dee24400e..f78779bc1 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/02_ConnectionMonitor/ConnectionMonitorSystem.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/02_ConnectionMonitor/ConnectionMonitorSystem.cs @@ -1,4 +1,4 @@ -using Unity.Burst; +using Unity.Burst; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using Unity.Entities; @@ -35,7 +35,7 @@ protected override void OnCreate() protected override void OnUpdate() { if (m_ConnectionUI == null) - m_ConnectionUI = GameObject.FindFirstObjectByType(); + m_ConnectionUI = GameObject.FindAnyObjectByType(); var buffer = m_CommandBufferSystem.CreateCommandBuffer(); foreach (var (_, entity) in SystemAPI.Query>().WithEntityAccess().WithNone()) diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/01_CharacterController/CharacterControllerSystem.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/01_CharacterController/CharacterControllerSystem.cs index e0706d8ca..d55f5d4bf 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/01_CharacterController/CharacterControllerSystem.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/01_CharacterController/CharacterControllerSystem.cs @@ -30,26 +30,6 @@ public struct Character : IComponentData public NetworkTick JumpStart; } -#pragma warning disable CS0618 // Disable Aspects obsolete warnings - public readonly partial struct CharacterAspect : IAspect - { - public readonly Entity Self; - public readonly RefRW Transform; - - readonly RefRO m_AutoCommandTarget; - readonly RefRW m_Character; - readonly RefRW m_Velocity; - readonly RefRO m_Input; - readonly RefRO m_Owner; - - public AutoCommandTarget AutoCommandTarget => m_AutoCommandTarget.ValueRO; - public CharacterControllerPlayerInput Input => m_Input.ValueRO; - public int OwnerNetworkId => m_Owner.ValueRO.NetworkId; - public ref Character Character => ref m_Character.ValueRW; - public ref PhysicsVelocity Velocity => ref m_Velocity.ValueRW; - } -#pragma warning restore CS0618 - [UpdateInGroup(typeof(PhysicsSystemGroup))] [UpdateBefore(typeof(PhysicsInitializeGroup))] [BurstCompile] @@ -92,31 +72,31 @@ public void OnUpdate(ref SystemState state) var isMigratedLookup = SystemAPI.GetComponentLookup(); var commandBuffer = new EntityCommandBuffer(Allocator.Temp); - foreach (var character in SystemAPI.Query().WithAll()) + foreach (var (characterTransform, characterAutoCommandTarget, character, characterVelocity, characterInput, characterOwner, characterEntity) in SystemAPI.Query, RefRO, RefRW, RefRW, RefRO, RefRO>().WithAll().WithEntityAccess()) { - if (!character.AutoCommandTarget.Enabled) + if (!characterAutoCommandTarget.ValueRO.Enabled) { - character.Velocity.Linear = float3.zero; + characterVelocity.ValueRW.Linear = float3.zero; continue; } - if (isMigratedLookup.HasComponent(character.Self)) + if (isMigratedLookup.HasComponent(characterEntity)) { var characterPrefabQuery = SystemAPI.QueryBuilder().WithAll().Build(); if (characterPrefabQuery.CalculateEntityCount() == 1) { - UnityEngine.Debug.Log($"Reconnecting character controller config entity was:{character.Character.ControllerConfig} is now:{characterPrefabQuery.GetSingletonEntity()}"); - character.Character.ControllerConfig = characterPrefabQuery.GetSingletonEntity(); - commandBuffer.RemoveComponent(character.Self); + UnityEngine.Debug.Log($"Reconnecting character controller config entity was:{character.ValueRO.ControllerConfig} is now:{characterPrefabQuery.GetSingletonEntity()}"); + character.ValueRW.ControllerConfig = characterPrefabQuery.GetSingletonEntity(); + commandBuffer.RemoveComponent(characterEntity); } else { - UnityEngine.Debug.LogError($"Failed to reconnect character controller config entity was:{character.Character.ControllerConfig}"); + UnityEngine.Debug.LogError($"Failed to reconnect character controller config entity was:{character.ValueRO.ControllerConfig}"); } } - var controllerConfig = SystemAPI.GetComponent(character.Character.ControllerConfig); - var controllerCollider = SystemAPI.GetComponent(character.Character.ControllerConfig); + var controllerConfig = SystemAPI.GetComponent(character.ValueRO.ControllerConfig); + var controllerCollider = SystemAPI.GetComponent(character.ValueRO.ControllerConfig); // Character step input CharacterControllerUtilities.CharacterControllerStepInput stepInput = new CharacterControllerUtilities.CharacterControllerStepInput @@ -131,8 +111,8 @@ public void OnUpdate(ref SystemState state) SkinWidth = k_DefaultSkinWidth, ContactTolerance = k_DefaultContactTolerance, MaxSlope = math.radians(k_DefaultMaxSlope), - RigidBodyIndex = physicsWorldSingleton.PhysicsWorld.GetRigidBodyIndex(character.Self), - CurrentVelocity = character.Character.Velocity, + RigidBodyIndex = physicsWorldSingleton.PhysicsWorld.GetRigidBodyIndex(characterEntity), + CurrentVelocity = character.ValueRO.Velocity, MaxMovementSpeed = k_DefaultMaxMovementSpeed }; @@ -141,7 +121,7 @@ public void OnUpdate(ref SystemState state) //the world transform isn't). RigidTransform ccTransform = new RigidTransform() { - pos = character.Transform.ValueRO.Position, + pos = characterTransform.ValueRO.Position, rot = quaternion.identity }; @@ -156,48 +136,48 @@ public void OnUpdate(ref SystemState state) out _); m_MarkerGroundCheck.End(); - float2 input = character.Input.Movement; + float2 input = characterInput.ValueRO.Movement; float3 wantedMove = new float3(input.x, 0, input.y) * controllerConfig.MoveSpeed * SystemAPI.Time.DeltaTime; - var characterRotation = quaternion.RotateY(character.Input.Yaw); + var characterRotation = quaternion.RotateY(characterInput.ValueRO.Yaw); // The character controllers yaw rotation can always be set, even when in the air: - character.Transform.ValueRW.Rotation = characterRotation; + characterTransform.ValueRW.Rotation = characterRotation; // Wanted movement is relative to camera wantedMove = math.rotate(characterRotation, wantedMove); float3 wantedVelocity = wantedMove / SystemAPI.Time.DeltaTime; - wantedVelocity.y = character.Character.Velocity.y; + wantedVelocity.y = character.ValueRO.Velocity.y; if (supportState == CharacterControllerUtilities.CharacterSupportState.Supported) { - character.Character.JumpStart = NetworkTick.Invalid; - character.Character.OnGround = 1; - character.Character.Velocity = wantedVelocity; + character.ValueRW.JumpStart = NetworkTick.Invalid; + character.ValueRW.OnGround = 1; + character.ValueRW.Velocity = wantedVelocity; // Allow jump and stop falling when grounded - if (character.Input.Jump.IsSet) + if (characterInput.ValueRO.Jump.IsSet) { - character.Character.Velocity.y = controllerConfig.JumpSpeed; - character.Character.JumpStart = networkTime.ServerTick; + character.ValueRW.Velocity.y = controllerConfig.JumpSpeed; + character.ValueRW.JumpStart = networkTime.ServerTick; } else - character.Character.Velocity.y = 0; + character.ValueRW.Velocity.y = 0; } else { - character.Character.OnGround = 0; + character.ValueRW.OnGround = 0; // Free fall - character.Character.Velocity.y -= controllerConfig.Gravity * SystemAPI.Time.DeltaTime; + character.ValueRW.Velocity.y -= controllerConfig.Gravity * SystemAPI.Time.DeltaTime; } m_MarkerStep.Begin(); // Ok because affect bodies is false so no impulses are written NativeStream.Writer deferredImpulseWriter = default; - CharacterControllerUtilities.CollideAndIntegrate(stepInput, k_DefaultMass, false, ref controllerCollider, ref ccTransform, ref character.Character.Velocity, ref deferredImpulseWriter); + CharacterControllerUtilities.CollideAndIntegrate(stepInput, k_DefaultMass, false, ref controllerCollider, ref ccTransform, ref character.ValueRW.Velocity, ref deferredImpulseWriter); m_MarkerStep.End(); // Set the physics velocity and let physics move the kinematic object based on that - character.Velocity.Linear = (ccTransform.pos - character.Transform.ValueRO.Position) / SystemAPI.Time.DeltaTime; + characterVelocity.ValueRW.Linear = (ccTransform.pos - characterTransform.ValueRO.Position) / SystemAPI.Time.DeltaTime; } commandBuffer.Playback(state.EntityManager); } diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/02_PredictedSpawning/GrenadeSystem.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/02_PredictedSpawning/GrenadeSystem.cs index 678116475..9a76a185b 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/02_PredictedSpawning/GrenadeSystem.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/02_PredictedSpawning/GrenadeSystem.cs @@ -135,11 +135,11 @@ public void OnCreate(ref SystemState state) public void OnUpdate(ref SystemState state) { var commandBuffer = new EntityCommandBuffer(state.WorldUpdateAllocator); - foreach (var (character, anchorPoint) in SystemAPI.Query>().WithAll()) + foreach (var (characterInput, anchorPoint) in SystemAPI.Query, RefRO>().WithAll().WithAll()) { // This is the weapon slot and rotating that will make the launcher move correctly (it's anchored on the end) var grenadeLauncher = anchorPoint.ValueRO.WeaponSlot; - var followCameraRotation = quaternion.RotateX(-character.Input.Pitch); + var followCameraRotation = quaternion.RotateX(-characterInput.ValueRO.Pitch); var transform = state.EntityManager.GetComponentData(grenadeLauncher); commandBuffer.SetComponent(grenadeLauncher, transform.WithRotation(followCameraRotation)); diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/02_PredictedSpawning/ProcessFireCommandsSystem.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/02_PredictedSpawning/ProcessFireCommandsSystem.cs index 894ee2e48..ac1d32cac 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/02_PredictedSpawning/ProcessFireCommandsSystem.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/02_PredictedSpawning/ProcessFireCommandsSystem.cs @@ -45,15 +45,15 @@ public void OnUpdate(ref SystemState state) state.CompleteDependency(); var originalGranadeScale = m_TransformLookup[grenadePrefab].Scale; - foreach (var (character, inputBuffer, anchorPoint) in SystemAPI.Query>, RefRO>().WithAll()) + foreach (var (characterInput, characterOwner, inputBuffer, anchorPoint) in SystemAPI.Query, RefRO, + DynamicBuffer>, RefRO>().WithAll().WithAll()) { // We must fetch the quantity of grenades to spawn from the Count value of the SecondaryFire InputEvent (which stores this exact delta). // Why? Because: // - Users may drop packets, so a users click counter can increment more than once (representing that they've clicked on previous 'not yet acked' ticks). // - Users may be clicking repeatedly in partial ticks. Imagine a SimulationTickRate of 10. It's possible to click faster than once per 100ms, so we must count 2 in one Simulation tick. // - The server may be batching ticks together (due to perf issues). - var grenadesToSpawn = character.Input.SecondaryFire.Count; + var grenadesToSpawn = characterInput.ValueRO.SecondaryFire.Count; if (grenadesToSpawn <= 0) continue; // Get the ABSOLUTE counter value now, as we need it later: @@ -109,11 +109,11 @@ public void OnUpdate(ref SystemState state) // Set the spawn ID for this particular local spawn so it can be used later in the classification system // Needs to include the network ID of the owner since everyone's counters/spawnId starts at 1 - grenadeData.SpawnId = (uint) character.OwnerNetworkId << 16 | secondaryFireCount; + grenadeData.SpawnId = (uint) characterOwner.ValueRO.NetworkId << 16 | secondaryFireCount; commandBuffer.SetComponent(grenadeEntity, grenadeData); // Set the owner so the prediction will work (important until it's replaced by it's interpolated version) - commandBuffer.SetComponent(grenadeEntity, new GhostOwner {NetworkId = character.OwnerNetworkId}); + commandBuffer.SetComponent(grenadeEntity, new GhostOwner {NetworkId = characterOwner.ValueRO.NetworkId}); } } commandBuffer.Playback(state.EntityManager); diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/03_HitScanWeapon/HitMarkSystem.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/03_HitScanWeapon/HitMarkSystem.cs index 394ebeb97..48b6e373c 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/03_HitScanWeapon/HitMarkSystem.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/03_HitScanWeapon/HitMarkSystem.cs @@ -33,11 +33,11 @@ protected override void OnCreate() } bool FindGameObjects() { - m_Canvas = Object.FindFirstObjectByType(); + m_Canvas = Object.FindAnyObjectByType(); if (m_Canvas == null) return false; m_CanvasRect = m_Canvas.GetComponent(); - var hitMarkSpawner = Object.FindFirstObjectByType(); + var hitMarkSpawner = Object.FindAnyObjectByType(); if (hitMarkSpawner == null) return false; m_ServerHitPrefab = hitMarkSpawner.ServerMarkPrefab; diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/03_HitScanWeapon/ShootingSystem.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/03_HitScanWeapon/ShootingSystem.cs index 9f15221a7..e28d7317c 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/03_HitScanWeapon/ShootingSystem.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/03_HitScanWeapon/ShootingSystem.cs @@ -30,16 +30,16 @@ public void OnUpdate(ref SystemState state) if (!networkTime.IsFirstTimeFullyPredictingTick) return; - foreach (var (character, interpolationDelay, hitComponent) - in SystemAPI.Query, RefRW>().WithAll()) + foreach (var (characterTransform, characterInput, interpolationDelay, hitComponent, characterEntity) + in SystemAPI.Query, RefRO, RefRO, RefRW>().WithAll().WithAll().WithEntityAccess()) { - if (character.Input.SecondaryFire.IsSet) + if (characterInput.ValueRO.SecondaryFire.IsSet) { - hitComponent.ValueRW.Victim = character.Self; + hitComponent.ValueRW.Victim = characterEntity; hitComponent.ValueRW.Tick = predictingTick; continue; } - if (!character.Input.PrimaryFire.IsSet) + if (!characterInput.ValueRO.PrimaryFire.IsSet) { continue; } @@ -58,7 +58,7 @@ in SystemAPI.Query, RefRW< // - On the server, we process this input on ServerTick:100. // - CommandDataInterpolationTick.Delay:-2 = 98 (-2) // - So the server also needs to subtract the rendering delay to be consistent with what the client sees and queries against (97). - var delay = lagCompensationEnabledFromEntity.HasComponent(character.Self) + var delay = lagCompensationEnabledFromEntity.HasComponent(characterEntity) ? interpolationDelay.ValueRO.Delay + additionalRenderDelay : additionalRenderDelay; @@ -67,9 +67,9 @@ in SystemAPI.Query, RefRW< if(state.WorldUnmanaged.IsClient()) UnityEngine.Debug.Assert(!didClamp); - var cameraRotation = math.mul(quaternion.RotateY(character.Input.Yaw), quaternion.RotateX(-character.Input.Pitch)); + var cameraRotation = math.mul(quaternion.RotateY(characterInput.ValueRO.Yaw), quaternion.RotateX(-characterInput.ValueRO.Pitch)); var offset = math.rotate(cameraRotation, CharacterControllerCameraSystem.k_CameraOffset); - var cameraPosition = character.Transform.ValueRO.Position + offset; + var cameraPosition = characterTransform.ValueRO.Position + offset; var forward = math.mul(cameraRotation, math.forward()); var rayInput = new RaycastInput { diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/04_Respawning/RespawnSystem.cs b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/04_Respawning/RespawnSystem.cs index 785db414f..e0e12966f 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/04_Respawning/RespawnSystem.cs +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/04_Respawning/RespawnSystem.cs @@ -6,25 +6,6 @@ namespace Samples.HelloNetcode { -#pragma warning disable CS0618 // Disable Aspects obsolete warnings - readonly partial struct CharacterWithHealth : IAspect - { - readonly RefRW m_AutoCommandTarget; - readonly RefRO m_Health; - readonly RefRO m_GhostOwner; - readonly RefRO m_ConnectionOwner; - - public ref AutoCommandTarget AutoCommandTarget => ref m_AutoCommandTarget.ValueRW; - public GhostOwner GhostOwner => m_GhostOwner.ValueRO; - public ConnectionOwner ConnectionOwner => m_ConnectionOwner.ValueRO; - - public bool IsAlive() - { - return m_Health.ValueRO.CurrentHitPoints > 0; - } - } -#pragma warning restore CS0618 - [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] [RequireMatchingQueriesForUpdate] [UpdateInGroup(typeof(HelloNetcodePredictedSystemGroup))] @@ -45,19 +26,20 @@ public void OnUpdate(ref SystemState state) var ecb = new EntityCommandBuffer(Allocator.Temp); var linkedEntityGroupFromEntity = SystemAPI.GetBufferLookup(); - foreach (var (character, localTransform, entity) in SystemAPI.Query>().WithEntityAccess()) + foreach (var (health, autoCommandTarget, ghostOwner, connectionOwner, localTransform, entity) in SystemAPI.Query,RefRW,RefRO,RefRO, RefRW>().WithEntityAccess()) { - if (character.IsAlive()) + // Is Alive + if (health.ValueRO.CurrentHitPoints > 0) { continue; } - if (FallingDown(ref character.AutoCommandTarget, ref localTransform.ValueRW.Rotation, SystemAPI.Time.DeltaTime)) + if (FallingDown(ref autoCommandTarget.ValueRW, ref localTransform.ValueRW.Rotation, SystemAPI.Time.DeltaTime)) { continue; } - DestroyAndRespawnPlayer(ecb, entity, playerPrefab, character.GhostOwner, character.ConnectionOwner, linkedEntityGroupFromEntity); + DestroyAndRespawnPlayer(ecb, entity, playerPrefab, ghostOwner.ValueRO, connectionOwner.ValueRO, linkedEntityGroupFromEntity); } ecb.Playback(state.EntityManager); diff --git a/NetcodeSamples/Assets/Samples/HelloNetcode/HelloNetcode.asmdef b/NetcodeSamples/Assets/Samples/HelloNetcode/HelloNetcode.asmdef index 582159326..a629103a1 100644 --- a/NetcodeSamples/Assets/Samples/HelloNetcode/HelloNetcode.asmdef +++ b/NetcodeSamples/Assets/Samples/HelloNetcode/HelloNetcode.asmdef @@ -21,7 +21,8 @@ "Unity.Services.Multiplayer", "Unity.Services.Authentication", "Unity.Services.Core", - "Bootstrap.Frontend" + "Bootstrap.Frontend", + "Unity.Logging" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/NetcodeSamples/Assets/Samples/LevelSync/LevelStatusSystem.cs b/NetcodeSamples/Assets/Samples/LevelSync/LevelStatusSystem.cs index 0d291cac8..881ff3fb6 100644 --- a/NetcodeSamples/Assets/Samples/LevelSync/LevelStatusSystem.cs +++ b/NetcodeSamples/Assets/Samples/LevelSync/LevelStatusSystem.cs @@ -17,7 +17,7 @@ public partial class LevelStatusSystem : SystemBase protected override void OnCreate() { - var levelManager = Object.FindFirstObjectByType(); + var levelManager = Object.FindAnyObjectByType(); if (levelManager == null) { Enabled = false; diff --git a/NetcodeSamples/Assets/Samples/PlayerList/PlayerList.asmdef b/NetcodeSamples/Assets/Samples/PlayerList/PlayerList.asmdef index 8c8943048..1e7940322 100644 --- a/NetcodeSamples/Assets/Samples/PlayerList/PlayerList.asmdef +++ b/NetcodeSamples/Assets/Samples/PlayerList/PlayerList.asmdef @@ -11,7 +11,8 @@ "Unity.NetCode", "Unity.NetCode.Physics", "Unity.Entities.Hybrid", - "Unity.Physics" + "Unity.Physics", + "Unity.Logging" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/NetcodeSamples/Assets/SamplesCommon.ClientOnlyComponentBackup/ClientOnlyComponentBackupSystem.cs b/NetcodeSamples/Assets/SamplesCommon.ClientOnlyComponentBackup/ClientOnlyComponentBackupSystem.cs index d54ccbbad..b9e662ed5 100644 --- a/NetcodeSamples/Assets/SamplesCommon.ClientOnlyComponentBackup/ClientOnlyComponentBackupSystem.cs +++ b/NetcodeSamples/Assets/SamplesCommon.ClientOnlyComponentBackup/ClientOnlyComponentBackupSystem.cs @@ -45,6 +45,7 @@ public partial struct ClientOnlyComponentBackupSystem : ISystem private EntityQuery m_predictedGhostsNotProcessed; private EntityQuery m_predictedPrespawendGhostsNotProcessed; private EntityQuery m_destroyedGhostsWithClientOnlyBackup; + private EntityQuery m_ghostsWithClientOnlyBackup; private EntityStorageInfoLookup m_childEntityLookup; private BufferTypeHandle m_linkedEntityGroupHandle; @@ -80,6 +81,9 @@ public void OnCreate(ref SystemState state) queryBuilder.WithAll(); queryBuilder.WithNone(); m_destroyedGhostsWithClientOnlyBackup = state.GetEntityQuery(queryBuilder); + queryBuilder.Reset(); + queryBuilder.WithAll(); + m_ghostsWithClientOnlyBackup = state.GetEntityQuery(queryBuilder); m_clientOnlyBackupInfoCollection = new NativeList(Allocator.Persistent); m_clientOnlyComponentTypes = new NativeList(32, Allocator.Persistent); @@ -110,6 +114,8 @@ public void OnCreate(ref SystemState state) [BurstCompile] public void OnDestroy(ref SystemState state) { + new DisposeBackupJob().Run(m_ghostsWithClientOnlyBackup); + state.EntityManager.RemoveComponent(m_ghostsWithClientOnlyBackup); m_clientOnlyComponentTypes.Dispose(); m_clientOnlyBackupInfoCollection.Dispose(); m_ghostTypeToPrefabMetadata.Dispose(); diff --git a/NetcodeSamples/Assets/SamplesCommon.ClientOnlyComponentBackup/SamplesCommon.ClientOnlyComponentBackup.asmdef b/NetcodeSamples/Assets/SamplesCommon.ClientOnlyComponentBackup/SamplesCommon.ClientOnlyComponentBackup.asmdef index f07aa5a46..3e2a78bf2 100644 --- a/NetcodeSamples/Assets/SamplesCommon.ClientOnlyComponentBackup/SamplesCommon.ClientOnlyComponentBackup.asmdef +++ b/NetcodeSamples/Assets/SamplesCommon.ClientOnlyComponentBackup/SamplesCommon.ClientOnlyComponentBackup.asmdef @@ -7,7 +7,8 @@ "Unity.Collections", "Unity.Mathematics", "Unity.Networking.Transport", - 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data: - m_Version: 0 - m_ExportShaderVariants: 1 - m_ShaderVariantLogLevel: 0 - m_StripRuntimeDebugShaders: 1 diff --git a/NetcodeSamples/CHANGELOG.md b/NetcodeSamples/CHANGELOG.md index 21f27346a..390b99468 100644 --- a/NetcodeSamples/CHANGELOG.md +++ b/NetcodeSamples/CHANGELOG.md @@ -1,13 +1,15 @@ # Changelog -## [1.12.0] - 2026-02-12 +## [6.5.0] - 2026-02-05 + +* Netcode package moved to be a build-in editor package from 6000.5 editor version. As such NetcodeSamples are compatible only with given editor version + +## [1.12.0] - 2026-02-05 ### Changed -- Update of multiplayer services package to 1.2.0 and other dependencies updates +- Update of multiplayer services package to 1.2.0 - Frontend menu to now support using sessions (Multiplayer SDK), by default when using host migration or relay support it will require using the session method. This is far simpler than implementing these features manually. - `01b_RelaySupport` and `01d_HostMigration` samples now include their own frontend implementation and are independent of the default frontend. -- Updated public sample support for latest Netcode for Entities package (1.12.0) -- Included new Netcode Profiler by default (it replaces the old network web-based debugger and is more powerful and useful for debugging and optimizing your netcode project) ## [1.9.1] - 2025-10-11 diff --git a/NetcodeSamples/Packages/manifest.json b/NetcodeSamples/Packages/manifest.json index 144a496db..4cc56ca44 100644 --- a/NetcodeSamples/Packages/manifest.json +++ b/NetcodeSamples/Packages/manifest.json @@ -1,20 +1,21 @@ { "disableProjectUpdate": false, "dependencies": { - "com.unity.collections": "2.6.3", - "com.unity.entities": "1.4.4", - "com.unity.entities.graphics": "1.4.17", - "com.unity.ide.rider": "3.0.39", + "com.unity.collections": "6.5.0", + "com.unity.entities": "6.5.0", + "com.unity.entities.graphics": "6.5.0", + "com.unity.ide.rider": "3.0.38", "com.unity.ide.visualstudio": "2.0.26", "com.unity.multiplayer.center": "1.0.1", - "com.unity.netcode": "1.12.0", - "com.unity.performance.profile-analyzer": "1.3.1", - "com.unity.physics": "1.4.4", - "com.unity.render-pipelines.universal": "17.3.0", - "com.unity.services.multiplayer": "2.1.1", - "com.unity.test-framework": "1.6.0", - "com.unity.test-framework.performance": "3.2.0", - "com.unity.ugui": "2.0.0", + "com.unity.netcode": "6.5.0", + "com.unity.performance.profile-analyzer": "1.3.4", + "com.unity.physics": "6.5.0", + "com.unity.render-pipelines.universal": "17.5.0", + "com.unity.services.multiplayer": "2.1.3", + "com.unity.test-framework": "1.7.0", + "com.unity.test-framework.performance": "3.5.0", + "com.unity.transport": "6.5.0", + "com.unity.ugui": "2.5.0", "com.unity.modules.accessibility": "1.0.0", "com.unity.modules.adaptiveperformance": "1.0.0", "com.unity.modules.ai": "1.0.0", diff --git a/NetcodeSamples/ProjectSettings/EditorBuildSettings.asset b/NetcodeSamples/ProjectSettings/EditorBuildSettings.asset index 66e532e0d..d33449048 100644 --- a/NetcodeSamples/ProjectSettings/EditorBuildSettings.asset +++ b/NetcodeSamples/ProjectSettings/EditorBuildSettings.asset @@ -80,10 +80,4 @@ EditorBuildSettings: - enabled: 1 path: Assets/Samples/HelloNetcode/2_Intermediate/09_Importance/Importance.unity guid: 314870bcd47dbc541abaa489b4739d9a - - enabled: 1 - path: Assets/GameObjectSample/0_Basics/0_Spawn/SpawnScene.unity - guid: a5069e632c1394fd5931aff30d95aab2 - - enabled: 1 - path: Assets/GameObjectSample/0_Basics/1_NetworkVariables/NetworkVariable.unity - guid: 5fa8cae36e9aa4138b211bbe551fe7bd m_configObjects: {} diff --git a/NetcodeSamples/ProjectSettings/GraphicsSettings.asset b/NetcodeSamples/ProjectSettings/GraphicsSettings.asset index 4c0bdcf80..d05d4714c 100644 --- a/NetcodeSamples/ProjectSettings/GraphicsSettings.asset +++ b/NetcodeSamples/ProjectSettings/GraphicsSettings.asset @@ -67,6 +67,8 @@ GraphicsSettings: type: 2} m_ShaderBuildSettings: keywordDeclarationOverrides: [] + numInternalDefines: 0 + defines: [] m_LightsUseLinearIntensity: 0 m_LightsUseColorTemperature: 1 m_LogWhenShaderIsCompiled: 0 diff --git a/NetcodeSamples/ProjectSettings/MultiplayerManager.asset b/NetcodeSamples/ProjectSettings/MultiplayerManager.asset index c19bcd739..2a936644e 100644 --- a/NetcodeSamples/ProjectSettings/MultiplayerManager.asset +++ b/NetcodeSamples/ProjectSettings/MultiplayerManager.asset @@ -4,6 +4,4 @@ MultiplayerManager: m_ObjectHideFlags: 0 m_EnableMultiplayerRoles: 0 - m_EnablePlayModeLocalDeployment: 0 - m_EnablePlayModeRemoteDeployment: 0 m_StrippingTypes: {} diff --git a/NetcodeSamples/ProjectSettings/PackageManagerSettings.asset b/NetcodeSamples/ProjectSettings/PackageManagerSettings.asset index e9633bb1e..a07a04bef 100644 --- a/NetcodeSamples/ProjectSettings/PackageManagerSettings.asset +++ b/NetcodeSamples/ProjectSettings/PackageManagerSettings.asset @@ -19,22 +19,26 @@ MonoBehaviour: m_DismissPreviewPackagesInUse: 0 oneTimeWarningShown: 0 oneTimePackageErrorsPopUpShown: 0 - m_Registries: - - m_Id: main + m_MainRegistry: + m_Id: main m_Name: m_Url: https://packages.unity.com m_Scopes: [] m_IsDefault: 1 + m_IsUnityRegistry: 1 m_Capabilities: 7 m_ConfigSource: 0 m_Compliance: m_Status: 0 m_Violations: [] + m_ScopedRegistries: [] m_UserSelectedRegistryName: m_UserAddingNewScopedRegistry: 0 m_RegistryInfoDraft: m_Modified: 0 m_ErrorMessage: - m_UserModificationsInstanceId: -900 - m_OriginalInstanceId: -902 + m_UserModificationsEntityId: + m_rawData: 568105589213756490 + m_OriginalEntityId: + m_rawData: 568105589213756488 m_LoadAssets: 0 diff --git a/NetcodeSamples/ProjectSettings/PhysicsCoreProjectSettings2D.asset b/NetcodeSamples/ProjectSettings/PhysicsCoreProjectSettings2D.asset new file mode 100644 index 000000000..049c7454b --- /dev/null +++ b/NetcodeSamples/ProjectSettings/PhysicsCoreProjectSettings2D.asset @@ -0,0 +1,6 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!176606843 &1 +PhysicsCoreProjectSettings2D: + m_ObjectHideFlags: 0 + m_PhysicsCoreSettings: {fileID: 0} diff --git a/NetcodeSamples/ProjectSettings/ProjectSettings.asset b/NetcodeSamples/ProjectSettings/ProjectSettings.asset index 5a4720342..169f0ca6a 100644 --- a/NetcodeSamples/ProjectSettings/ProjectSettings.asset +++ b/NetcodeSamples/ProjectSettings/ProjectSettings.asset @@ -41,7 +41,6 @@ PlayerSettings: height: 1 m_SplashScreenLogos: [] m_VirtualRealitySplashScreen: {fileID: 0} - m_HolographicTrackingLossScreen: {fileID: 0} defaultScreenWidth: 640 defaultScreenHeight: 480 defaultScreenWidthWeb: 960 @@ -66,10 +65,15 @@ PlayerSettings: useOSAutorotation: 1 use32BitDisplayBuffer: 1 preserveFramebufferAlpha: 0 + adjustIOSFPSUsingThermalState: 1 + thermalStateSeriousIOSFPS: 30 + thermalStateCriticalIOSFPS: 15 disableDepthAndStencilBuffers: 0 androidStartInFullscreen: 1 androidRenderOutsideSafeArea: 1 androidUseSwappy: 0 + androidRequestedVisibleInsets: 0 + androidSystemBarsBehavior: 2 androidDisplayOptions: 1 androidBlitType: 0 androidResizeableActivity: 0 @@ -147,12 +151,10 @@ PlayerSettings: preloadedAssets: [] metroInputSource: 0 wsaTransparentSwapchain: 0 - m_HolographicPauseOnTrackingLoss: 1 xboxOneDisableKinectGpuReservation: 1 xboxOneEnable7thCore: 1 vrSettings: enable360StereoCapture: 0 - isWsaHolographicRemotingEnabled: 0 enableFrameTimingStats: 0 enableOpenGLProfilerGPURecorders: 1 allowHDRDisplaySupport: 0 @@ -176,7 +178,7 @@ PlayerSettings: tvOS: 0 overrideDefaultApplicationIdentifier: 0 AndroidBundleVersionCode: 1 - AndroidMinSdkVersion: 25 + AndroidMinSdkVersion: 26 AndroidTargetSdkVersion: 0 AndroidPreferredInstallLocation: 1 AndroidPreferredDataLocation: 1 @@ -201,6 +203,7 @@ PlayerSettings: tvOSTargetOSVersionString: 15.0 VisionOSSdkVersion: 0 VisionOSTargetOSVersionString: 1.0 + xcodeProjectType: 0 uIPrerenderedIcon: 0 uIRequiresPersistentWiFi: 0 uIRequiresFullScreen: 1 @@ -555,12 +558,6 @@ PlayerSettings: - m_BuildTarget: WindowsStandaloneSupport m_APIs: 0200000012000000 m_Automatic: 0 - m_BuildTargetVRSettings: - - m_BuildTarget: Standalone - m_Enabled: 0 - m_Devices: - - Oculus - - OpenVR m_DefaultShaderChunkSizeInMB: 16 m_DefaultShaderChunkCount: 0 openGLRequireES31: 0 @@ -925,7 +922,6 @@ PlayerSettings: XboxOneXTitleMemory: 8 XboxOneOverrideIdentityName: XboxOneOverrideIdentityPublisher: - vrEditorSettings: {} cloudServicesEnabled: UNet: 1 luminIcon: @@ -949,7 +945,7 @@ PlayerSettings: captureStartupLogs: {} activeInputHandler: 0 windowsGamepadBackendHint: 0 - cloudProjectId: + cloudProjectId: framebufferDepthMemorylessMode: 0 qualitySettingsNames: [] projectName: MultiplayerSample diff --git a/NetcodeSamples/ProjectSettings/ProjectVersion.txt b/NetcodeSamples/ProjectSettings/ProjectVersion.txt index c9e01d3ac..782e51976 100644 --- a/NetcodeSamples/ProjectSettings/ProjectVersion.txt +++ b/NetcodeSamples/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 6000.3.9f1 -m_EditorVersionWithRevision: 6000.3.9f1 (7a9955a4f2fa) +m_EditorVersion: 6000.5.0b12 +m_EditorVersionWithRevision: 6000.5.0b12 (6949ce73bc35) diff --git a/NetcodeSamples/ProjectSettings/TagManager.asset b/NetcodeSamples/ProjectSettings/TagManager.asset index b00eabb3f..e5dbf9945 100644 --- a/NetcodeSamples/ProjectSettings/TagManager.asset +++ b/NetcodeSamples/ProjectSettings/TagManager.asset @@ -50,3 +50,5 @@ TagManager: - Light Layer 5 - Light Layer 6 - Light Layer 7 + m_MigratedRenderPipelines: + - UnityEngine.Rendering.Universal.UniversalRenderPipeline