├── .gitignore ├── .vsconfig ├── Assets ├── Materials.meta ├── Materials │ ├── ClientPlayer.mat │ ├── ClientPlayer.mat.meta │ ├── Ground.mat │ ├── Ground.mat.meta │ ├── ServerPlayer.mat │ ├── ServerPlayer.mat.meta │ ├── Skybox.mat │ ├── Skybox.mat.meta │ ├── Skybox_Mat.mat │ └── Skybox_Mat.mat.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Scenes.meta ├── Scenes │ ├── Main.unity │ ├── Main.unity.meta │ ├── SampleSceneLightingSettings.lighting │ └── SampleSceneLightingSettings.lighting.meta ├── Scripts.meta ├── Scripts │ ├── Client.cs │ ├── Client.cs.meta │ ├── Example.cs │ ├── Example.cs.meta │ ├── Server.cs │ └── Server.cs.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── Skybox Gradient.shader └── Skybox Gradient.shader.meta ├── Packages ├── manifest.json └── packages-lock.json └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | 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-------------------------------------------------------------------------------- /Assets/Scripts/Client.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public struct InputPayload 6 | { 7 | public int tick; 8 | public Vector3 inputVector; 9 | } 10 | 11 | public struct StatePayload 12 | { 13 | public int tick; 14 | public Vector3 position; 15 | } 16 | 17 | public class Client : MonoBehaviour 18 | { 19 | public static Client Instance; 20 | 21 | // Shared 22 | private float timer; 23 | private int currentTick; 24 | private float minTimeBetweenTicks; 25 | private const float SERVER_TICK_RATE = 30f; 26 | private const int BUFFER_SIZE = 1024; 27 | 28 | // Client specific 29 | private StatePayload[] stateBuffer; 30 | private InputPayload[] inputBuffer; 31 | private StatePayload latestServerState; 32 | private StatePayload lastProcessedState; 33 | private float horizontalInput; 34 | private float verticalInput; 35 | 36 | void Awake() 37 | { 38 | Instance = this; 39 | } 40 | 41 | void Start() 42 | { 43 | minTimeBetweenTicks = 1f / SERVER_TICK_RATE; 44 | 45 | stateBuffer = new StatePayload[BUFFER_SIZE]; 46 | inputBuffer = new InputPayload[BUFFER_SIZE]; 47 | } 48 | 49 | void Update() 50 | { 51 | horizontalInput = Input.GetAxis("Horizontal"); 52 | verticalInput = Input.GetAxis("Vertical"); 53 | 54 | timer += Time.deltaTime; 55 | 56 | while (timer >= minTimeBetweenTicks) 57 | { 58 | timer -= minTimeBetweenTicks; 59 | HandleTick(); 60 | currentTick++; 61 | } 62 | } 63 | 64 | public void OnServerMovementState(StatePayload serverState) 65 | { 66 | latestServerState = serverState; 67 | } 68 | 69 | IEnumerator SendToServer(InputPayload inputPayload) 70 | { 71 | yield return new WaitForSeconds(0.02f); 72 | 73 | Server.Instance.OnClientInput(inputPayload); 74 | } 75 | 76 | void HandleTick() 77 | { 78 | if (!latestServerState.Equals(default(StatePayload)) && 79 | (lastProcessedState.Equals(default(StatePayload)) || 80 | !latestServerState.Equals(lastProcessedState))) 81 | { 82 | HandleServerReconciliation(); 83 | } 84 | 85 | int bufferIndex = currentTick % BUFFER_SIZE; 86 | 87 | // Add payload to inputBuffer 88 | InputPayload inputPayload = new InputPayload(); 89 | inputPayload.tick = currentTick; 90 | inputPayload.inputVector = new Vector3(horizontalInput, 0, verticalInput); 91 | inputBuffer[bufferIndex] = inputPayload; 92 | 93 | // Add payload to stateBuffer 94 | stateBuffer[bufferIndex] = ProcessMovement(inputPayload); 95 | 96 | // Send input to server 97 | StartCoroutine(SendToServer(inputPayload)); 98 | } 99 | 100 | StatePayload ProcessMovement(InputPayload input) 101 | { 102 | // Should always be in sync with same function on Server 103 | transform.position += input.inputVector * 5f * minTimeBetweenTicks; 104 | 105 | return new StatePayload() 106 | { 107 | tick = input.tick, 108 | position = transform.position, 109 | }; 110 | } 111 | 112 | void HandleServerReconciliation() 113 | { 114 | lastProcessedState = latestServerState; 115 | 116 | int serverStateBufferIndex = latestServerState.tick % BUFFER_SIZE; 117 | float positionError = Vector3.Distance(latestServerState.position, stateBuffer[serverStateBufferIndex].position); 118 | 119 | if (positionError > 0.001f) 120 | { 121 | Debug.Log("We have to reconcile bro"); 122 | // Rewind & Replay 123 | transform.position = latestServerState.position; 124 | 125 | // Update buffer at index of latest server state 126 | stateBuffer[serverStateBufferIndex] = latestServerState; 127 | 128 | // Now re-simulate the rest of the ticks up to the current tick on the client 129 | int tickToProcess = latestServerState.tick + 1; 130 | 131 | while (tickToProcess < currentTick) 132 | { 133 | int bufferIndex = tickToProcess % BUFFER_SIZE; 134 | 135 | // Process new movement with reconciled state 136 | StatePayload statePayload = ProcessMovement(inputBuffer[bufferIndex]); 137 | 138 | // Update buffer with recalculated state 139 | stateBuffer[bufferIndex] = statePayload; 140 | 141 | tickToProcess++; 142 | } 143 | } 144 | } 145 | } 146 | -------------------------------------------------------------------------------- /Assets/Scripts/Client.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8340d22fb383dae4c8e87a8affad7c65 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Example.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Example : MonoBehaviour 6 | { 7 | int GetSum(int numA, int numB) 8 | { 9 | return numA + numB * Random.Range(0, 100); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Example.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4d92e0af8a697d47a5747d84d28c4e8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Server.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Server : MonoBehaviour 6 | { 7 | public static Server Instance; 8 | 9 | private float timer; 10 | private int currentTick; 11 | private float minTimeBetweenTicks; 12 | private const float SERVER_TICK_RATE = 30f; 13 | private const int BUFFER_SIZE = 1024; 14 | 15 | private StatePayload[] stateBuffer; 16 | private Queue inputQueue; 17 | 18 | void Awake() 19 | { 20 | Instance = this; 21 | } 22 | 23 | void Start() 24 | { 25 | minTimeBetweenTicks = 1f / SERVER_TICK_RATE; 26 | 27 | stateBuffer = new StatePayload[BUFFER_SIZE]; 28 | inputQueue = new Queue(); 29 | } 30 | 31 | void Update() 32 | { 33 | timer += Time.deltaTime; 34 | 35 | while (timer >= minTimeBetweenTicks) 36 | { 37 | timer -= minTimeBetweenTicks; 38 | HandleTick(); 39 | currentTick++; 40 | } 41 | } 42 | 43 | public void OnClientInput(InputPayload inputPayload) 44 | { 45 | inputQueue.Enqueue(inputPayload); 46 | } 47 | 48 | IEnumerator SendToClient(StatePayload statePayload) 49 | { 50 | yield return new WaitForSeconds(0.02f); 51 | 52 | Client.Instance.OnServerMovementState(statePayload); 53 | } 54 | 55 | void HandleTick() 56 | { 57 | // Process the input queue 58 | int bufferIndex = -1; 59 | 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Blend Off 26 | Cull Back 27 | ColorMask RGBA 28 | ZWrite On 29 | ZTest LEqual 30 | Offset 0 , 0 31 | 32 | 33 | 34 | Pass 35 | { 36 | Name "Unlit" 37 | Tags { "LightMode"="ForwardBase" } 38 | CGPROGRAM 39 | 40 | 41 | 42 | #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX 43 | //only defining to not throw compilation error over Unity 5.5 44 | #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) 45 | #endif 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | #pragma multi_compile_instancing 49 | #include "UnityCG.cginc" 50 | #pragma shader_feature_local _SCREENSPACE_ON 51 | 52 | 53 | struct appdata 54 | { 55 | float4 vertex : POSITION; 56 | float4 color : COLOR; 57 | UNITY_VERTEX_INPUT_INSTANCE_ID 58 | 59 | }; 60 | 61 | struct v2f 62 | { 63 | float4 vertex : SV_POSITION; 64 | #ifdef ASE_NEEDS_FRAG_WORLD_POSITION 65 | float3 worldPos : TEXCOORD0; 66 | #endif 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | UNITY_VERTEX_OUTPUT_STEREO 69 | float4 ase_texcoord1 : TEXCOORD1; 70 | float4 ase_texcoord2 : TEXCOORD2; 71 | }; 72 | 73 | uniform float4 _Bottom; 74 | uniform float4 _Top; 75 | uniform float _mult; 76 | uniform float _pwer; 77 | 78 | 79 | v2f vert ( appdata v ) 80 | { 81 | v2f o; 82 | UNITY_SETUP_INSTANCE_ID(v); 83 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 84 | UNITY_TRANSFER_INSTANCE_ID(v, o); 85 | 86 | float4 ase_clipPos = UnityObjectToClipPos(v.vertex); 87 | float4 screenPos = ComputeScreenPos(ase_clipPos); 88 | o.ase_texcoord2 = screenPos; 89 | 90 | o.ase_texcoord1 = v.vertex; 91 | float3 vertexValue = float3(0, 0, 0); 92 | #if ASE_ABSOLUTE_VERTEX_POS 93 | vertexValue = v.vertex.xyz; 94 | #endif 95 | vertexValue = vertexValue; 96 | #if ASE_ABSOLUTE_VERTEX_POS 97 | v.vertex.xyz = vertexValue; 98 | #else 99 | v.vertex.xyz += vertexValue; 100 | #endif 101 | o.vertex = UnityObjectToClipPos(v.vertex); 102 | 103 | #ifdef ASE_NEEDS_FRAG_WORLD_POSITION 104 | o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; 105 | #endif 106 | return o; 107 | } 108 | 109 | fixed4 frag (v2f i ) : SV_Target 110 | { 111 | UNITY_SETUP_INSTANCE_ID(i); 112 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); 113 | fixed4 finalColor; 114 | #ifdef ASE_NEEDS_FRAG_WORLD_POSITION 115 | float3 WorldPosition = i.worldPos; 116 | #endif 117 | float4 screenPos = i.ase_texcoord2; 118 | float4 ase_screenPosNorm = screenPos / screenPos.w; 119 | ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; 120 | #ifdef _SCREENSPACE_ON 121 | float staticSwitch13 = ase_screenPosNorm.y; 122 | #else 123 | float staticSwitch13 = i.ase_texcoord1.xyz.y; 124 | #endif 125 | float4 lerpResult3 = lerp( _Bottom , _Top , pow( saturate( ( staticSwitch13 * _mult ) ) , _pwer )); 126 | 127 | 128 | finalColor = lerpResult3; 129 | return finalColor; 130 | } 131 | ENDCG 132 | } 133 | } 134 | CustomEditor "ASEMaterialInspector" 135 | 136 | 137 | } 138 | /*ASEBEGIN 139 | Version=17900 140 | 583;335;1337;674;1593.788;-18.25439;1;True;False 141 | 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