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49
Assets/Scripts/Runtime/Core/Classes/PlayerSceneObject.cs
Normal file
49
Assets/Scripts/Runtime/Core/Classes/PlayerSceneObject.cs
Normal file
@ -0,0 +1,49 @@
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PlayerSceneObject : NetworkBehaviour
|
||||
{
|
||||
[Header("Look Sensitivity")]
|
||||
[SerializeField] protected float _lookSensitivity = 3.0f;
|
||||
|
||||
[Header("Input Actions")]
|
||||
[SerializeField] protected PlayerInput _playerInput;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_playerInput = GetComponent<PlayerInput>();
|
||||
}
|
||||
|
||||
// Network Spawn & Despawn
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
base.OnNetworkSpawn();
|
||||
|
||||
// Enable/disable components based on ownership
|
||||
gameObject.SetActive(IsOwner);
|
||||
_playerInput.enabled = IsOwner;
|
||||
|
||||
Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
base.OnNetworkDespawn();
|
||||
|
||||
// Disable input when despawned
|
||||
_playerInput.enabled = false;
|
||||
|
||||
Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!IsOwner)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3e92428e3cced024f851ea228054dbce
|
@ -1,174 +0,0 @@
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class RobotControllerStandart : NetworkBehaviour
|
||||
{
|
||||
[Header("Objects")]
|
||||
[SerializeField] private Rigidbody rb;
|
||||
[SerializeField] protected Camera mainCam;
|
||||
[SerializeField] private Weapon weapon;
|
||||
|
||||
[SerializeField] private float upDownRange = 90f;
|
||||
private float verticalRotation;
|
||||
|
||||
[Header("Movement")]
|
||||
[SerializeField] private float walkSpeed = 5.0f;
|
||||
[SerializeField] private float sprintMultiplier = 5.0f;
|
||||
float speedMultiplier = 1f;
|
||||
|
||||
[Header("Gravity / JumpForce")]
|
||||
[SerializeField] private float gravity = 9.81f;
|
||||
[SerializeField] private float jumpForce = 5f;
|
||||
|
||||
[Header("Look Sensitivity")]
|
||||
[SerializeField] private float m_lookSensitivity = 3.0f;
|
||||
private bool m_cursorIsLocked = true;
|
||||
|
||||
[Header("Input Actions")]
|
||||
[SerializeField] private PlayerInput playerInput;
|
||||
|
||||
private Vector2 moveInput;
|
||||
private Vector2 lookInput;
|
||||
|
||||
private bool isMoving;
|
||||
private Vector3 currentMovement = Vector3.zero;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
rb = GetComponent<Rigidbody>();
|
||||
playerInput = GetComponent<PlayerInput>();
|
||||
rb.isKinematic = true;
|
||||
}
|
||||
|
||||
// // PlayerInput Events
|
||||
|
||||
// public void OnConsoleButtonPressed(InputAction.CallbackContext context)
|
||||
// {
|
||||
// if (context.performed)
|
||||
// {
|
||||
// Debug.Log("Console");
|
||||
// if (LocalDeveloperConsoleOpened) {
|
||||
// LocalDeveloperConsoleOpened = false;
|
||||
// devConsole.CloseConsole();
|
||||
// }
|
||||
// else {
|
||||
// LocalDeveloperConsoleOpened = true;
|
||||
// devConsole.OpenConsole();
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// public void OnMove(InputAction.CallbackContext context)
|
||||
// {
|
||||
// moveInput = context.ReadValue<Vector2>();
|
||||
// }
|
||||
|
||||
// public void OnLook(InputAction.CallbackContext context)
|
||||
// {
|
||||
// lookInput = context.ReadValue<Vector2>();
|
||||
// }
|
||||
|
||||
// public void OnSprint(InputAction.CallbackContext context)
|
||||
// {
|
||||
// if (context.performed)
|
||||
// {
|
||||
// Debug.Log("Running");
|
||||
// speedMultiplier = sprintMultiplier;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// speedMultiplier = 1f;
|
||||
// }
|
||||
// }
|
||||
|
||||
// public void OnJump(InputAction.CallbackContext context)
|
||||
// {
|
||||
// if (context.performed)
|
||||
// {
|
||||
// // JumpServerRPC();
|
||||
// }
|
||||
// }
|
||||
|
||||
// public void OnAttack(InputAction.CallbackContext context)
|
||||
// {
|
||||
// if (context.performed)
|
||||
// {
|
||||
// // ShootServerRPC();
|
||||
// }
|
||||
// }
|
||||
// private void Update()
|
||||
// {
|
||||
// if (!IsOwner)
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
|
||||
// HandleRotation();
|
||||
// }
|
||||
|
||||
// private void HandleMovement()
|
||||
// {
|
||||
// float verticalSpeed = moveInput.y * walkSpeed * speedMultiplier;
|
||||
// float horizontalSpeed = moveInput.x * walkSpeed * speedMultiplier;
|
||||
|
||||
// Vector3 horizontalMovement = new Vector3 (horizontalSpeed, 0, verticalSpeed);
|
||||
// horizontalMovement = transform.rotation * horizontalMovement;
|
||||
|
||||
// handleGravityAndJumping();
|
||||
|
||||
// currentMovement.x = horizontalMovement.x;
|
||||
// currentMovement.z = horizontalMovement.z;
|
||||
|
||||
// characterController.Move(currentMovement * Time.deltaTime);
|
||||
|
||||
// isMoving = moveInput.y != 0 || moveInput.x != 0;
|
||||
// }
|
||||
|
||||
// private void handleGravityAndJumping()
|
||||
// {
|
||||
// if (characterController.isGrounded)
|
||||
// {
|
||||
// currentMovement.y = -0.5f;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// currentMovement.y -= gravity * Time.deltaTime;
|
||||
// }
|
||||
// }
|
||||
|
||||
// void HandleRotation()
|
||||
// {
|
||||
// float mouseXRotation = lookInput.x * m_lookSensitivity;
|
||||
// transform.Rotate(0, mouseXRotation, 0);
|
||||
|
||||
// verticalRotation -= lookInput.y * m_lookSensitivity;
|
||||
// verticalRotation = Mathf.Clamp(verticalRotation, -upDownRange, upDownRange);
|
||||
// mainCam.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
|
||||
// }
|
||||
|
||||
// // // Networking Staff
|
||||
|
||||
// // [ServerRpc]
|
||||
// // private void JumpServerRPC()
|
||||
// // {
|
||||
// // if (characterController.isGrounded)
|
||||
// // {
|
||||
// // currentMovement.y = jumpForce;
|
||||
// // Debug.Log("Debug.Log(currentMovement.y): " + currentMovement.y);
|
||||
// // Debug.Log("Jumping triggered.");
|
||||
// // }
|
||||
// // }
|
||||
|
||||
// // [ServerRpc]
|
||||
// // private void ShootServerRPC()
|
||||
// // {
|
||||
// // weapon.Shooting();
|
||||
// // Debug.Log("Shooting triggered.");
|
||||
// // }
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c3e8bc9cf50891438d9aa9301c069d3
|
124
Assets/Scripts/Runtime/Core/GameManager.cs
Normal file
124
Assets/Scripts/Runtime/Core/GameManager.cs
Normal file
@ -0,0 +1,124 @@
|
||||
using TMPro;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class GameManager : NetworkBehaviour
|
||||
{
|
||||
public static GameManager Instance;
|
||||
|
||||
[SerializeField] private TextMeshProUGUI _playerCountPlaceholder;
|
||||
[SerializeField] private int _maxPlayers = 2; // Максимальное количество игроков
|
||||
[SerializeField] private GameObject playerPrefab; // Префаб игрока
|
||||
|
||||
private NetworkVariable<int> _connectedPlayers = new NetworkVariable<int>(0); // Текущее количество подключенных игроков
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject); // Persist across scenes
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
// Подписываемся на событие подключения игроков
|
||||
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
|
||||
// Подписываемся на событие отключения игроков
|
||||
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected;
|
||||
// Подписываемся на событие смены сцены
|
||||
NetworkManager.Singleton.SceneManager.OnSceneEvent += OnSceneEvent;
|
||||
}
|
||||
|
||||
// Подписываемся на изменение количества игроков для обновления UI
|
||||
_connectedPlayers.OnValueChanged += OnConnectedPlayersChanged;
|
||||
|
||||
// Initialize the UI with the current value of _connectedPlayers
|
||||
_playerCountPlaceholder.text = $"Players: {_connectedPlayers.Value}";
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
// Отписываемся от события подключения игроков
|
||||
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
|
||||
// Отписываемся от события отключения игроков
|
||||
NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnected;
|
||||
// Отписываемся от события смены сцены
|
||||
NetworkManager.Singleton.SceneManager.OnSceneEvent -= OnSceneEvent;
|
||||
}
|
||||
|
||||
// Отписываемся от изменения количества игроков
|
||||
_connectedPlayers.OnValueChanged -= OnConnectedPlayersChanged;
|
||||
}
|
||||
|
||||
private void OnClientConnected(ulong clientId)
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
_connectedPlayers.Value++;
|
||||
Debug.Log($"Игрок подключился: {clientId}, Всего игроков: {_connectedPlayers.Value}");
|
||||
|
||||
// Если все игроки подключены, начинаем матч
|
||||
if (_connectedPlayers.Value >= _maxPlayers)
|
||||
{
|
||||
StartMatchServerRpc();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnClientDisconnected(ulong clientId)
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
_connectedPlayers.Value--;
|
||||
Debug.Log($"Игрок отключился: {clientId}, Всего игроков: {_connectedPlayers.Value}");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnConnectedPlayersChanged(int oldValue, int newValue)
|
||||
{
|
||||
// Обновляем UI для всех клиентов
|
||||
_playerCountPlaceholder.text = $"Players: {newValue}";
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
public void StartMatchServerRpc()
|
||||
{
|
||||
Debug.Log("Матч начался!");
|
||||
|
||||
if (NetworkManager.Singleton != null && NetworkManager.Singleton.SceneManager != null)
|
||||
{
|
||||
// Загружаем сцену MultiplayerScene
|
||||
NetworkManager.Singleton.SceneManager.LoadScene("MultiplayerScene", LoadSceneMode.Single);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("NetworkManager или SceneManager не инициализированы!");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnSceneEvent(SceneEvent sceneEvent)
|
||||
{
|
||||
if (sceneEvent.SceneEventType == SceneEventType.LoadComplete)
|
||||
{
|
||||
Debug.Log($"Сцена {sceneEvent.SceneName} загружена!");
|
||||
|
||||
// Создаем игроков после загрузки сцены
|
||||
foreach (var client in NetworkManager.Singleton.ConnectedClientsList)
|
||||
{
|
||||
var playerObject = Instantiate(playerPrefab);
|
||||
playerObject.GetComponent<NetworkObject>().SpawnAsPlayerObject(client.ClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
2
Assets/Scripts/Runtime/Core/GameManager.cs.meta
Normal file
2
Assets/Scripts/Runtime/Core/GameManager.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7847f9f778853484ba976ca0fb4cb6ba
|
@ -3,12 +3,20 @@ using UnityEngine.SceneManagement;
|
||||
|
||||
public class MenuGroup : MonoBehaviour
|
||||
{
|
||||
public void PlayGame()
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
|
||||
}
|
||||
[SerializeField] private string singleplayerScene = "LocalTestMap"; // Name of the scene to load
|
||||
|
||||
public void QuitGame()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
// TypeGameBtnGroup
|
||||
public void Singleplayer()
|
||||
{
|
||||
SceneManager.LoadScene(singleplayerScene, LoadSceneMode.Single);
|
||||
}
|
||||
public void Multiplayer()
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
|
||||
}
|
||||
}
|
||||
|
@ -1,22 +0,0 @@
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class NetworkManagerUI : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Button serverBtn;
|
||||
[SerializeField] private Button hostBtn;
|
||||
[SerializeField] private Button clientBtn;
|
||||
|
||||
private void Awake(){
|
||||
serverBtn.onClick.AddListener(() =>{
|
||||
NetworkManager.Singleton.StartServer();
|
||||
});
|
||||
hostBtn.onClick.AddListener(() =>{
|
||||
NetworkManager.Singleton.StartHost();
|
||||
});
|
||||
clientBtn.onClick.AddListener(() =>{
|
||||
NetworkManager.Singleton.StartClient();
|
||||
});
|
||||
}
|
||||
}
|
33
Assets/Scripts/Runtime/Networking/HostTestingEnv.cs
Normal file
33
Assets/Scripts/Runtime/Networking/HostTestingEnv.cs
Normal file
@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
using Unity.Netcode;
|
||||
|
||||
public class HostTestingEnv : MonoBehaviour
|
||||
{
|
||||
void Start()
|
||||
{
|
||||
StartHost();
|
||||
}
|
||||
|
||||
void StartHost()
|
||||
{
|
||||
// Ensure NetworkManager is initialized
|
||||
if (NetworkManager.Singleton == null)
|
||||
{
|
||||
Debug.Log("NetworkManager is not initialized. Cannot start host.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Subscribe to the client connected event
|
||||
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
|
||||
|
||||
// Start the host (server + client)
|
||||
NetworkManager.Singleton.StartHost();
|
||||
Debug.Log("Host started!");
|
||||
}
|
||||
|
||||
void OnClientConnected(ulong clientId)
|
||||
{
|
||||
string message = $"Player with Client ID {clientId} connected.";
|
||||
Debug.Log(message);
|
||||
}
|
||||
}
|
2
Assets/Scripts/Runtime/Networking/HostTestingEnv.cs.meta
Normal file
2
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Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
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guid: 45e4efa372bd6534cbc7d64512f76685
|
75
Assets/Scripts/Runtime/Networking/NetworkManagerUI.cs
Normal file
75
Assets/Scripts/Runtime/Networking/NetworkManagerUI.cs
Normal file
@ -0,0 +1,75 @@
|
||||
using Unity.Netcode;
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class NetworkManagerUI : MonoBehaviour
|
||||
{
|
||||
// [SerializeField] private Button serverBtn;
|
||||
[SerializeField] private Button _hostBtn;
|
||||
[SerializeField] private Button _clientBtn;
|
||||
|
||||
[SerializeField]
|
||||
private string _sceneName;
|
||||
|
||||
private void Awake(){
|
||||
// serverBtn.onClick.AddListener(() =>{
|
||||
// StartServerAndLoadScene();
|
||||
// });
|
||||
_hostBtn.onClick.AddListener(() =>{
|
||||
StartHostAndLoadScene();
|
||||
});
|
||||
_clientBtn.onClick.AddListener(() =>{
|
||||
ConnectToServer();
|
||||
});
|
||||
}
|
||||
|
||||
private void StartServerAndLoadScene()
|
||||
{
|
||||
if (NetworkManager.Singleton.StartServer())
|
||||
{
|
||||
Debug.Log("Server started successfully.");
|
||||
NetworkManager.Singleton.SceneManager.LoadScene(_sceneName, LoadSceneMode.Single);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to start server!");
|
||||
}
|
||||
}
|
||||
|
||||
private void StartHostAndLoadScene()
|
||||
{
|
||||
// Start the host
|
||||
if (NetworkManager.Singleton.StartHost())
|
||||
{
|
||||
Debug.Log("Host started successfully.");
|
||||
NetworkManager.Singleton.SceneManager.LoadScene(_sceneName, LoadSceneMode.Single);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to start host!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void ConnectToServer()
|
||||
{
|
||||
// Set the server IP and port
|
||||
UnityTransport transport = NetworkManager.Singleton.GetComponent<UnityTransport>();
|
||||
if (transport != null)
|
||||
{
|
||||
transport.SetConnectionData("127.0.0.1", 7777);
|
||||
}
|
||||
|
||||
// Start the client
|
||||
if (NetworkManager.Singleton.StartClient())
|
||||
{
|
||||
Debug.Log("Client started successfully.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to start client!");
|
||||
}
|
||||
}
|
||||
}
|
17
Assets/Scripts/Runtime/Networking/SceneLoader.cs
Normal file
17
Assets/Scripts/Runtime/Networking/SceneLoader.cs
Normal file
@ -0,0 +1,17 @@
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class SceneLoader : NetworkBehaviour
|
||||
{
|
||||
public string multiplayerSceneName = "MultiplayerScene";
|
||||
|
||||
public void LoadMultiplayerScene()
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
// Загружаем сцену на сервере
|
||||
NetworkManager.Singleton.SceneManager.LoadScene(multiplayerSceneName, LoadSceneMode.Single);
|
||||
}
|
||||
}
|
||||
}
|
2
Assets/Scripts/Runtime/Networking/SceneLoader.cs.meta
Normal file
2
Assets/Scripts/Runtime/Networking/SceneLoader.cs.meta
Normal file
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- m_enabled: 1
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8
Assets/Settings/Build Profiles/WinClient.asset.meta
Normal file
8
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Normal file
@ -0,0 +1,8 @@
|
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|
58
Assets/Settings/Build Profiles/WinServer.asset
Normal file
58
Assets/Settings/Build Profiles/WinServer.asset
Normal file
@ -0,0 +1,58 @@
|
||||
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|
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
m_path: Assets/Scenes/Lobby.unity
|
||||
- m_enabled: 1
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m_path: Assets/Scenes/MultiplayerScene.unity
|
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8
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Normal file
8
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Normal file
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type: {class: ProbeVolumeDebugResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
|
||||
data:
|
||||
m_Version: 1
|
||||
@ -191,20 +185,26 @@ MonoBehaviour:
|
||||
probeVolumeOffsetDebugShader: {fileID: 4800000, guid: db8bd7436dc2c5f4c92655307d198381, type: 3}
|
||||
probeSamplingDebugMesh: {fileID: -3555484719484374845, guid: 20be25aac4e22ee49a7db76fb3df6de2, type: 3}
|
||||
numbersDisplayTex: {fileID: 2800000, guid: 73fe53b428c5b3440b7e87ee830b608a, type: 3}
|
||||
- rid: 1661345747576030125
|
||||
- rid: 377460212914978909
|
||||
type: {class: IncludeAdditionalRPAssets, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
|
||||
data:
|
||||
m_version: 0
|
||||
m_IncludeReferencedInScenes: 0
|
||||
m_IncludeAssetsByLabel: 0
|
||||
m_LabelToInclude:
|
||||
- rid: 1661345747576030126
|
||||
- rid: 377460212914978910
|
||||
type: {class: ProbeVolumeRuntimeResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
|
||||
data:
|
||||
m_Version: 1
|
||||
probeVolumeBlendStatesCS: {fileID: 7200000, guid: a3f7b8c99de28a94684cb1daebeccf5d, type: 3}
|
||||
probeVolumeUploadDataCS: {fileID: 7200000, guid: 0951de5992461754fa73650732c4954c, type: 3}
|
||||
probeVolumeUploadDataL2CS: {fileID: 7200000, guid: 6196f34ed825db14b81fb3eb0ea8d931, type: 3}
|
||||
- rid: 1517640095335972864
|
||||
type: {class: UniversalRenderPipelineRuntimeXRResources, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
|
||||
data:
|
||||
m_xrOcclusionMeshPS: {fileID: 4800000, guid: 4431b1f1f743fbf4eb310a967890cbea, type: 3}
|
||||
m_xrMirrorViewPS: {fileID: 4800000, guid: d5a307c014552314b9f560906d708772, type: 3}
|
||||
m_xrMotionVector: {fileID: 4800000, guid: f89aac1e4f84468418fe30e611dff395, type: 3}
|
||||
- rid: 6852985685364965378
|
||||
type: {class: UniversalRendererResources, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
|
||||
data:
|
||||
|
@ -5,9 +5,21 @@ EditorBuildSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Menu.unity
|
||||
guid: bcc717e700daec7458a7ad23cca30af1
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Search.unity
|
||||
guid: 0bdba419d1512ae43a77ee9d44071f49
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Lobby.unity
|
||||
guid: 1be90af7bb2ff624bb3f962d2358eec3
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/MultiplayerScene.unity
|
||||
guid: 8db79968d698a3e4fb7bb65e046a6f15
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/LocalTestMap.unity
|
||||
guid: edc9f8d3b3f9de2408dba397956b7c4d
|
||||
m_configObjects:
|
||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
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||||
m_UseUCBPForAssetBundles: 0
|
||||
|
@ -850,7 +850,7 @@ PlayerSettings:
|
||||
gcIncremental: 1
|
||||
gcWBarrierValidation: 0
|
||||
apiCompatibilityLevelPerPlatform: {}
|
||||
editorAssembliesCompatibilityLevel: 1
|
||||
editorAssembliesCompatibilityLevel: 2
|
||||
m_RenderingPath: 1
|
||||
m_MobileRenderingPath: 1
|
||||
metroPackageName: Robot Fire
|
||||
@ -927,7 +927,7 @@ PlayerSettings:
|
||||
hmiCpuConfiguration:
|
||||
hmiLogStartupTiming: 0
|
||||
qnxGraphicConfPath:
|
||||
apiCompatibilityLevel: 6
|
||||
apiCompatibilityLevel: 3
|
||||
captureStartupLogs: {}
|
||||
activeInputHandler: 2
|
||||
windowsGamepadBackendHint: 0
|
||||
|
@ -4,62 +4,8 @@
|
||||
QualitySettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 5
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||||
m_CurrentQuality: 1
|
||||
m_CurrentQuality: 0
|
||||
m_QualitySettings:
|
||||
- serializedVersion: 4
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||||
name: Mobile
|
||||
pixelLightCount: 2
|
||||
shadows: 2
|
||||
shadowResolution: 1
|
||||
shadowProjection: 1
|
||||
shadowCascades: 2
|
||||
shadowDistance: 40
|
||||
shadowNearPlaneOffset: 3
|
||||
shadowCascade2Split: 0.33333334
|
||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||
shadowmaskMode: 0
|
||||
skinWeights: 2
|
||||
globalTextureMipmapLimit: 0
|
||||
textureMipmapLimitSettings: []
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||||
anisotropicTextures: 1
|
||||
antiAliasing: 0
|
||||
softParticles: 0
|
||||
softVegetation: 1
|
||||
realtimeReflectionProbes: 0
|
||||
billboardsFaceCameraPosition: 1
|
||||
useLegacyDetailDistribution: 1
|
||||
adaptiveVsync: 0
|
||||
vSyncCount: 0
|
||||
realtimeGICPUUsage: 100
|
||||
adaptiveVsyncExtraA: 0
|
||||
adaptiveVsyncExtraB: 0
|
||||
lodBias: 1
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||||
maximumLODLevel: 0
|
||||
enableLODCrossFade: 1
|
||||
streamingMipmapsActive: 0
|
||||
streamingMipmapsAddAllCameras: 1
|
||||
streamingMipmapsMemoryBudget: 512
|
||||
streamingMipmapsRenderersPerFrame: 512
|
||||
streamingMipmapsMaxLevelReduction: 2
|
||||
streamingMipmapsMaxFileIORequests: 1024
|
||||
particleRaycastBudget: 256
|
||||
asyncUploadTimeSlice: 2
|
||||
asyncUploadBufferSize: 16
|
||||
asyncUploadPersistentBuffer: 1
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||||
resolutionScalingFixedDPIFactor: 1
|
||||
customRenderPipeline: {fileID: 11400000, guid: 5e6cbd92db86f4b18aec3ed561671858,
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||||
type: 2}
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terrainQualityOverrides: 0
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terrainPixelError: 1
|
||||
terrainDetailDensityScale: 1
|
||||
terrainBasemapDistance: 1000
|
||||
terrainDetailDistance: 80
|
||||
terrainTreeDistance: 5000
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||||
terrainBillboardStart: 50
|
||||
terrainFadeLength: 5
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||||
terrainMaxTrees: 50
|
||||
excludedTargetPlatforms:
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||||
- Standalone
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||||
- serializedVersion: 4
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||||
name: PC
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||||
pixelLightCount: 2
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@ -101,8 +47,7 @@ QualitySettings:
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asyncUploadBufferSize: 16
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||||
asyncUploadPersistentBuffer: 1
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resolutionScalingFixedDPIFactor: 1
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customRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd,
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||||
type: 2}
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||||
customRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd, type: 2}
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terrainQualityOverrides: 0
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terrainPixelError: 1
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||||
terrainDetailDensityScale: 1
|
||||
@ -116,19 +61,4 @@ QualitySettings:
|
||||
- Android
|
||||
- iPhone
|
||||
m_TextureMipmapLimitGroupNames: []
|
||||
m_PerPlatformDefaultQuality:
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||||
Android: 0
|
||||
GameCoreScarlett: 1
|
||||
GameCoreXboxOne: 1
|
||||
Lumin: 0
|
||||
Nintendo Switch: 1
|
||||
PS4: 1
|
||||
PS5: 1
|
||||
Server: 0
|
||||
Stadia: 0
|
||||
Standalone: 1
|
||||
WebGL: 0
|
||||
Windows Store Apps: 0
|
||||
XboxOne: 0
|
||||
iPhone: 0
|
||||
tvOS: 0
|
||||
m_PerPlatformDefaultQuality: {}
|
||||
|
Loading…
x
Reference in New Issue
Block a user