fix: update render pipeline settings and remove unused assets

Updates the Universal Render Pipeline settings by changing resource IDs 
to new values for consistency. Removes obsolete metadata for the 
SpeedFireModels and BuilderStaff assets to clean up the project and 
reduce clutter. These changes improve project organization and 
maintain compatibility with the latest rendering features.
This commit is contained in:
Константин Адер 2025-01-15 16:02:30 +03:00
parent b0eccf53b5
commit a360bf8fe0
10 changed files with 84 additions and 314 deletions

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@ -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();
});
}
}

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@ -0,0 +1,62 @@
using Unity.Netcode;
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(() =>{
NetworkManager.Singleton.StartClient();
});
}
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 LoadScene(string sceneName)
{
if (!SceneManager.GetSceneByName(sceneName).isLoaded)
{
// Use NetworkSceneManager to load the scene
NetworkManager.Singleton.SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
}
}
}

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