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+DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts.meta b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts.meta new file mode 100644 index 0000000000..179ad7c601 --- /dev/null +++ b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0737636acc0802641951b610f68972ca +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs new file mode 100644 index 0000000000..b481185996 --- /dev/null +++ b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs @@ -0,0 +1,67 @@ +using UnityEngine; + +namespace Unity.Netcode.Samples +{ + /// + /// Class to display helper buttons and status labels on the GUI, as well as buttons to start host/client/server. + /// Once a connection has been established to the server, the local player can be moved via a GUI button. + /// + public class BootstrapManager : MonoBehaviour + { + void OnGUI() + { + GUILayout.BeginArea(new Rect(10, 10, 300, 300)); + if (!NetworkManager.Singleton.IsClient && !NetworkManager.Singleton.IsServer) + { + StartButtons(); + } + else + { + StatusLabels(); + + // move button will only be displayed on clients + if (NetworkManager.Singleton.IsClient) + { + SubmitNewPosition(); + } + } + + GUILayout.EndArea(); + } + + static void StartButtons() + { + if (GUILayout.Button("Host")) NetworkManager.Singleton.StartHost(); + if (GUILayout.Button("Client")) NetworkManager.Singleton.StartClient(); + if (GUILayout.Button("Server")) NetworkManager.Singleton.StartServer(); + } + + static void StatusLabels() + { + var mode = NetworkManager.Singleton.IsHost ? + "Host" : NetworkManager.Singleton.IsServer ? "Server" : "Client"; + + GUILayout.Label("Transport: " + + NetworkManager.Singleton.NetworkConfig.NetworkTransport.GetType().Name); + GUILayout.Label("Mode: " + mode); + } + + static void SubmitNewPosition() + { + if (GUILayout.Button("Move Local Player")) + { + // get local NetworkClient + if (NetworkManager.Singleton.ConnectedClients.TryGetValue(NetworkManager.Singleton.LocalClientId, + out var networkedClient)) + { + // get BootstrapPlayer component on player + if (networkedClient.PlayerObject.TryGetComponent(out BootstrapPlayer bootstrapPlayer)) + { + // move player + bootstrapPlayer.SubmitPositionRequestServerRpc(); + } + } + } + } + } +} \ No newline at end of file diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs.meta b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs.meta new file mode 100644 index 0000000000..625b6f0330 --- /dev/null +++ b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a850e67d80f710e4ebd589aef09518de +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs new file mode 100644 index 0000000000..32884b30f7 --- /dev/null +++ b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +namespace Unity.Netcode.Samples +{ + /// + /// Component attached to NetworkManager's "Player Prefab". + /// + public class BootstrapPlayer : NetworkBehaviour + { + /// + /// Move local player on network spawn. + /// + public override void OnNetworkSpawn() + { + SubmitPositionRequestServerRpc(); + } + + /// + /// If this method is invoked on the client instance of this player, it will invoke a ServerRpc. + /// If this method is invoked on the server instance of this player, it will position the player at a random + /// point on a plane. + /// + /// + /// Since a NetworkTransform component is attached to this player, and the authority on that component is set to + /// "Server", this transform's position modification can only be performed on the server, where it will then be + /// replicated on all other clients. + /// + [ServerRpc] + public void SubmitPositionRequestServerRpc() + { + Debug.Log($"SubmitPositionRequestServerRpc received on server from client: {OwnerClientId}"); + + transform.position = GetRandomPositionOnXYPlane(); + } + + static Vector3 GetRandomPositionOnXYPlane() + { + return new Vector3(Random.Range(-3f, 3f), Random.Range(-3f, 3f), 0f); + } + } +} \ No newline at end of file diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs.meta b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs.meta new file mode 100644 index 0000000000..e5c8805b5c --- /dev/null +++ b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 91ade554f2fec8643b10893065b07ec7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.netcode.gameobjects/package.json b/com.unity.netcode.gameobjects/package.json index 98c4b25d69..6cbdfd0bdd 100644 --- a/com.unity.netcode.gameobjects/package.json +++ b/com.unity.netcode.gameobjects/package.json @@ -9,4 +9,4 @@ "com.unity.modules.animation": "1.0.0", "com.unity.nuget.mono-cecil": "1.10.1-preview.1" } -} +} \ No newline at end of file