Read the description for commit details.

- Added `OnSceneOperationBegan` and `OnSceneOperationDone`. These are network events for when a scene load/unload operation begins and when it is finished, they offer more information than the older equivalent methods. `OnSceneLoadStarted` and `OnSceneLoaded` are now marked as `[Obsolete]` and will be removed in the future.
- Added `Teleport` method to `NetworkTransform`, `NetworkRigidbody`, and `NetworkRigidbody2D`. This allows you to skip interpolation for one tick.
- Fixed an issue causing scene objects to not get destroyed for late joiners.
This commit is contained in:
Karrar
2024-04-28 12:06:20 +03:00
parent 6f8278a1fc
commit daa599f0fc
12 changed files with 18 additions and 10 deletions

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# Netick: Networking Engine for Unity [Beta]
![Netick Pic](https://i.ibb.co/QbCLKD3/Netick-Github.png) ![Netick Pic](https://i.ibb.co/QbCLKD3/Netick-Github.png)
[![Manual](https://img.shields.io/badge/docs-manual-informational.svg)](https://netick.net/docs/2/index.html) [![API](https://img.shields.io/badge/docs-api-informational.svg)](https://netick.net/docs/2/api/index.html) [![Discord](https://img.shields.io/badge/discord-grey?logo=discord&logoColor=white)](https://discord.com/invite/uV6bfG66Fx) <p align="center">
<h3 align="center">High-Performance Networking Engine for Unity</h3>
</p>
Unity integeration of Netick. <p align="center">
<a href="https://netick.net/docs/2/articles/understanding-client-server-model.html">Manual</a>
·
<a href="https://netick.net/docs/2/articles/getting-started-guide/0-overview.html">Getting Started</a>
·
<a href="https://netick.net/docs/2/api/index.html">API</a>
·
<a href="https://discord.com/invite/uV6bfG66Fx">Discord</a>
</p>
Netick is a server-authoritative C#/.NET networking solution for Unity, and, in fact, for all C#-supporting game engines, it's entirely engine-agnostic. Netick is the state-of-the-art networking solution, it's the world's highest-performing networking solution for Unity, achieving the lowest bandwidth and CPU usage, proven by third-party open-source benchmarks. Its built with an architecture thats different from other free solutions. Netick makes building quality and cheat-free multiplayer games easier than ever before. Whether it's a competitive CS-like shooter, a 200-player battle royale, or a survival game, Netick can do it. Netick is a server-authoritative C#/.NET networking solution for Unity, and, in fact, for all C#-supporting game engines, it's entirely engine-agnostic. Netick is the state-of-the-art networking solution, it's the world's highest-performing networking solution for Unity, **achieving the lowest bandwidth and CPU usage, proven by** [**open-source benchmarks.**](#technology-and-performance) Its built with an architecture thats different from other free solutions. Netick makes building quality and cheat-free multiplayer games easier than ever before. Whether it's a competitive CS-like shooter, a 200-player battle royale, or a survival game, Netick can do it.
![Showcase](https://i.ibb.co/gPMHc7G/netick-games2.png) ![Showcase](https://i.ibb.co/JRJvkCr/netick-games3.png)
## Installation ## Installation
@@ -22,7 +30,7 @@ Unity Editor version 2021 or later.
- Enter https://github.com/karrarrahim/NetickProForUnity.git - Enter https://github.com/karrarrahim/NetickProForUnity.git
- Under Packages in the Package Manager, you should now see Netick with it's current version number. - Under Packages in the Package Manager, you should now see Netick with it's current version number.
- You can then import one of the samples to get started. - You can then import one of the samples to get started.
## Features ## Features
* Stable, clean, and powerful API. * Stable, clean, and powerful API.

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@@ -8,7 +8,7 @@ namespace Netick.Samples.Bomberman
{ {
// Networked properties // Networked properties
[Networked] [Networked]
public bool Visible { get; set; } = true; public NetworkBool Visible { get; set; } = true;
[OnChanged(nameof(Visible))] [OnChanged(nameof(Visible))]
private void OnVisibleChanged(OnChangedData onChangedData) private void OnVisibleChanged(OnChangedData onChangedData)

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@@ -25,7 +25,7 @@ namespace Netick.Samples.Bomberman
[Networked] [Networked]
public int Score { get; set; } = 0; public int Score { get; set; } = 0;
[Networked] [Networked]
public bool Alive { get; set; } = true; public NetworkBool Alive { get; set; } = true;
[Networked(relevancy: Relevancy.InputSource)] [Networked(relevancy: Relevancy.InputSource)]
public int MaxBombs { get; set; } = 1; public int MaxBombs { get; set; } = 1;

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{ {
"name": "com.karrar.netick", "name": "com.karrar.netick",
"version": "0.11.31", "version": "0.11.35",
"displayName": "Netick", "displayName": "Netick",
"description": "A networking library for unity", "description": "A networking library for unity",
"unity": "2021.3", "unity": "2021.3",