├── .gitignore
├── .vsconfig
├── Assets
├── Animations.meta
├── Animations
│ ├── Armature@Punching.fbx
│ ├── Armature@Punching.fbx.meta
│ ├── Controllers.meta
│ └── Controllers
│ │ ├── AdvancedAnimator.controller
│ │ ├── AdvancedAnimator.controller.meta
│ │ ├── SimpleAnimator.controller
│ │ └── SimpleAnimator.controller.meta
├── Physics.meta
├── Physics
│ ├── BouncingBall.physicMaterial
│ └── BouncingBall.physicMaterial.meta
├── Prefabs.meta
├── Prefabs
│ ├── PhysicsObject.prefab
│ ├── PhysicsObject.prefab.meta
│ ├── PlayerArmatureNetwork.prefab
│ ├── PlayerArmatureNetwork.prefab.meta
│ ├── PlayerArmatureNetworkAuthorative.prefab
│ ├── PlayerArmatureNetworkAuthorative.prefab.meta
│ ├── PlayerBall.prefab
│ ├── PlayerBall.prefab.meta
│ ├── PlayerWithRaycastArmatureNetwork.prefab
│ └── PlayerWithRaycastArmatureNetwork.prefab.meta
├── Samples.meta
├── Samples
│ ├── Netcode for GameObjects.meta
│ └── Netcode for GameObjects
│ │ ├── 1.0.0-pre.3.meta
│ │ └── 1.0.0-pre.3
│ │ ├── ClientNetworkTransform.meta
│ │ └── ClientNetworkTransform
│ │ ├── .sample.json
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ └── .gitkeep
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ └── .gitkeep
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ ├── ClientNetworkTransform.asmdef
│ │ ├── ClientNetworkTransform.asmdef.meta
│ │ ├── ClientNetworkTransform.cs
│ │ └── ClientNetworkTransform.cs.meta
├── Scenes.meta
├── Scenes
│ ├── BasicMultiplayer.unity
│ ├── BasicMultiplayer.unity.meta
│ ├── BasicMultiplayerWithRelay.unity
│ ├── BasicMultiplayerWithRelay.unity.meta
│ ├── BasicMultiplayerWithRelayClientBall.unity
│ ├── BasicMultiplayerWithRelayClientBall.unity.meta
│ ├── BasicMultiplayerWithRelayClientTransform.unity
│ ├── BasicMultiplayerWithRelayClientTransform.unity.meta
│ ├── BasicMultiplayerWithRelayWithFollowCamera.unity
│ ├── BasicMultiplayerWithRelayWithFollowCamera.unity.meta
│ ├── DemoServerRpcAndClientRpc.unity
│ └── DemoServerRpcAndClientRpc.unity.meta
├── Scripts.meta
├── Scripts
│ ├── Core.meta
│ ├── Core
│ │ ├── Logger.cs
│ │ ├── Logger.cs.meta
│ │ ├── NetworkSingleton.cs
│ │ ├── NetworkSingleton.cs.meta
│ │ ├── Singleton.cs
│ │ └── Singleton.cs.meta
│ ├── NetworkObjectPool.cs
│ ├── NetworkObjectPool.cs.meta
│ ├── PlayerBallControl.cs
│ ├── PlayerBallControl.cs.meta
│ ├── PlayerCameraFollow.cs
│ ├── PlayerCameraFollow.cs.meta
│ ├── PlayerControl.cs
│ ├── PlayerControl.cs.meta
│ ├── PlayerControlAuthorative.cs
│ ├── PlayerControlAuthorative.cs.meta
│ ├── PlayerHud.cs
│ ├── PlayerHud.cs.meta
│ ├── PlayerWithRaycastControl.cs
│ ├── PlayerWithRaycastControl.cs.meta
│ ├── PlayersManager.cs
│ ├── PlayersManager.cs.meta
│ ├── RelayManager.cs
│ ├── RelayManager.cs.meta
│ ├── Shared.meta
│ ├── Shared
│ │ ├── Enums.cs
│ │ ├── Enums.cs.meta
│ │ ├── NetworkString.cs
│ │ ├── NetworkString.cs.meta
│ │ ├── RelayHostData.cs
│ │ ├── RelayHostData.cs.meta
│ │ ├── RelayJoinData.cs
│ │ └── RelayJoinData.cs.meta
│ ├── SpawnerControl.cs
│ ├── SpawnerControl.cs.meta
│ ├── UIManager.cs
│ └── UIManager.cs.meta
├── StarterAssets.meta
├── StarterAssets
│ ├── Editor.meta
│ ├── Editor
│ │ ├── PackageChecker.meta
│ │ ├── PackageChecker
│ │ │ ├── PackageChecker.cs
│ │ │ ├── PackageChecker.cs.meta
│ │ │ ├── PackageImportList.txt
│ │ │ └── PackageImportList.txt.meta
│ │ ├── ScriptingDefineUtils.cs
│ │ ├── ScriptingDefineUtils.cs.meta
│ │ ├── StarterAssetsDeployMenu.cs
│ │ ├── StarterAssetsDeployMenu.cs.meta
│ │ ├── ThirdPersonStarterAssetsDeployMenu.cs
│ │ └── ThirdPersonStarterAssetsDeployMenu.cs.meta
│ ├── Environment.meta
│ ├── Environment
│ │ ├── Art.meta
│ │ ├── Art
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── Blue_Mat.mat
│ │ │ │ ├── Blue_Mat.mat.meta
│ │ │ │ ├── Built-in_RP.meta
│ │ │ │ ├── Built-in_RP
│ │ │ │ │ ├── BuiltInTriplanar_01_Mat.mat
│ │ │ │ │ └── BuiltInTriplanar_01_Mat.mat.meta
│ │ │ │ ├── GreyBlue_Mat.mat
│ │ │ │ ├── GreyBlue_Mat.mat.meta
│ │ │ │ ├── GridBlue_01_Mat.mat
│ │ │ │ ├── GridBlue_01_Mat.mat.meta
│ │ │ │ ├── GridOrange_01_Mat.mat
│ │ │ │ ├── GridOrange_01_Mat.mat.meta
│ │ │ │ ├── GridWhite_01_Mat.mat
│ │ │ │ ├── GridWhite_01_Mat.mat.meta
│ │ │ │ ├── URP_HDRP_ShaderGraph.meta
│ │ │ │ └── URP_HDRP_ShaderGraph
│ │ │ │ │ ├── ShaderGraphGrid_01_Mat.mat
│ │ │ │ │ └── ShaderGraphGrid_01_Mat.mat.meta
│ │ │ ├── Models.meta
│ │ │ ├── Models
│ │ │ │ ├── Box_350x250x200_Mesh.fbx
│ │ │ │ ├── Box_350x250x200_Mesh.fbx.meta
│ │ │ │ ├── Box_350x250x300_Mesh.fbx
│ │ │ │ ├── Box_350x250x300_Mesh.fbx.meta
│ │ │ │ ├── Ground_Mesh.fbx
│ │ │ │ ├── Ground_Mesh.fbx.meta
│ │ │ │ ├── Ramp_100x100x200_Mesh.fbx
│ │ │ │ ├── Ramp_100x100x200_Mesh.fbx.meta
│ │ │ │ ├── Ramp_Mesh.fbx
│ │ │ │ ├── Ramp_Mesh.fbx.meta
│ │ │ │ ├── Stairs_200x100x200_Mesh.fbx
│ │ │ │ ├── Stairs_200x100x200_Mesh.fbx.meta
│ │ │ │ ├── Stairs_650_400_300_Mesh.fbx
│ │ │ │ ├── Stairs_650_400_300_Mesh.fbx.meta
│ │ │ │ ├── Structure_Mesh.fbx
│ │ │ │ ├── Structure_Mesh.fbx.meta
│ │ │ │ ├── Tunnel_Mesh.fbx
│ │ │ │ ├── Tunnel_Mesh.fbx.meta
│ │ │ │ ├── Wall_Mesh.fbx
│ │ │ │ └── Wall_Mesh.fbx.meta
│ │ │ ├── Skybox.meta
│ │ │ ├── Skybox
│ │ │ │ ├── SkyboxLite.mat
│ │ │ │ ├── SkyboxLite.mat.meta
│ │ │ │ ├── SkyboxLiteWarm.mat
│ │ │ │ └── SkyboxLiteWarm.mat.meta
│ │ │ ├── Textures.meta
│ │ │ └── Textures
│ │ │ │ ├── Grid_01_BaseMap.png
│ │ │ │ ├── Grid_01_BaseMap.png.meta
│ │ │ │ ├── Grid_01_Emissive.png
│ │ │ │ ├── Grid_01_Emissive.png.meta
│ │ │ │ ├── Grid_01_Normal.png
│ │ │ │ ├── Grid_01_Normal.png.meta
│ │ │ │ ├── Grid_02_BaseMap.png
│ │ │ │ └── Grid_02_BaseMap.png.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── Box_100x100x100_Prefab.prefab
│ │ │ ├── Box_100x100x100_Prefab.prefab.meta
│ │ │ ├── Box_350x250x200_Prefab.prefab
│ │ │ ├── Box_350x250x200_Prefab.prefab.meta
│ │ │ ├── Box_350x250x300_Prefab.prefab
│ │ │ ├── Box_350x250x300_Prefab.prefab.meta
│ │ │ ├── Environment_Prefab.prefab
│ │ │ ├── Environment_Prefab.prefab.meta
│ │ │ ├── Ramp_Prefab.prefab
│ │ │ ├── Ramp_Prefab.prefab.meta
│ │ │ ├── Stairs_200x100x200_Prefab.prefab
│ │ │ ├── Stairs_200x100x200_Prefab.prefab.meta
│ │ │ ├── Stairs_650_400_300_Prefab.prefab
│ │ │ ├── Stairs_650_400_300_Prefab.prefab.meta
│ │ │ ├── Structure_Prefab.prefab
│ │ │ ├── Structure_Prefab.prefab.meta
│ │ │ ├── Tunnel_Prefab.prefab
│ │ │ ├── Tunnel_Prefab.prefab.meta
│ │ │ ├── Wall_Prefab.prefab
│ │ │ └── Wall_Prefab.prefab.meta
│ │ ├── RenderPipelineProfiles.meta
│ │ ├── RenderPipelineProfiles
│ │ │ ├── StarterAssetsHDRPVolumeProfile.asset
│ │ │ └── StarterAssetsHDRPVolumeProfile.asset.meta
│ │ ├── Shaders.meta
│ │ └── Shaders
│ │ │ ├── Built-in_RP.meta
│ │ │ ├── Built-in_RP
│ │ │ ├── ArmatureShader.shader
│ │ │ ├── ArmatureShader.shader.meta
│ │ │ ├── Triplanar.shader
│ │ │ └── Triplanar.shader.meta
│ │ │ ├── URP_HDRP_ShaderGraph.meta
│ │ │ └── URP_HDRP_ShaderGraph
│ │ │ ├── UrpTriplanar.shadergraph
│ │ │ └── UrpTriplanar.shadergraph.meta
│ ├── InputSystem.meta
│ ├── InputSystem
│ │ ├── StarterAssets.inputactions
│ │ ├── StarterAssets.inputactions.meta
│ │ ├── StarterAssets.inputsettings.asset
│ │ ├── StarterAssets.inputsettings.asset.meta
│ │ ├── StarterAssetsInputs.cs
│ │ └── StarterAssetsInputs.cs.meta
│ ├── Mobile.meta
│ ├── Mobile
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── CanvasInputs.meta
│ │ │ ├── CanvasInputs
│ │ │ │ ├── UI_Canvas_StarterAssetsInputs_Joysticks.prefab
│ │ │ │ ├── UI_Canvas_StarterAssetsInputs_Joysticks.prefab.meta
│ │ │ │ ├── UI_Canvas_StarterAssetsInputs_TouchZones.prefab
│ │ │ │ └── UI_Canvas_StarterAssetsInputs_TouchZones.prefab.meta
│ │ │ ├── EventSystem.meta
│ │ │ ├── EventSystem
│ │ │ │ ├── UI_EventSystem.prefab
│ │ │ │ └── UI_EventSystem.prefab.meta
│ │ │ ├── VirtualInputs.meta
│ │ │ └── VirtualInputs
│ │ │ │ ├── UI_Virtual_Button.prefab
│ │ │ │ ├── UI_Virtual_Button.prefab.meta
│ │ │ │ ├── UI_Virtual_Joystick.prefab
│ │ │ │ ├── UI_Virtual_Joystick.prefab.meta
│ │ │ │ ├── UI_Virtual_TouchZone.prefab
│ │ │ │ └── UI_Virtual_TouchZone.prefab.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── CanvasInputs.meta
│ │ │ ├── CanvasInputs
│ │ │ │ ├── UICanvasControllerInput.cs
│ │ │ │ └── UICanvasControllerInput.cs.meta
│ │ │ ├── Utilities.meta
│ │ │ ├── Utilities
│ │ │ │ ├── MobileDisableAutoSwitchControls.cs
│ │ │ │ └── MobileDisableAutoSwitchControls.cs.meta
│ │ │ ├── VirtualInputs.meta
│ │ │ └── VirtualInputs
│ │ │ │ ├── UIVirtualButton.cs
│ │ │ │ ├── UIVirtualButton.cs.meta
│ │ │ │ ├── UIVirtualJoystick.cs
│ │ │ │ ├── UIVirtualJoystick.cs.meta
│ │ │ │ ├── UIVirtualTouchZone.cs
│ │ │ │ └── UIVirtualTouchZone.cs.meta
│ │ ├── UI.meta
│ │ └── UI
│ │ │ ├── UI_Circle_Bevel_Base.png
│ │ │ ├── UI_Circle_Bevel_Base.png.meta
│ │ │ ├── UI_Circle_Faded.png
│ │ │ ├── UI_Circle_Faded.png.meta
│ │ │ ├── UI_Icon_Jump.png
│ │ │ ├── UI_Icon_Jump.png.meta
│ │ │ ├── UI_Icon_Look.png
│ │ │ ├── UI_Icon_Look.png.meta
│ │ │ ├── UI_Icon_Move.png
│ │ │ ├── UI_Icon_Move.png.meta
│ │ │ ├── UI_Icon_Sprint.png
│ │ │ └── UI_Icon_Sprint.png.meta
│ ├── Readme.asset
│ ├── Readme.asset.meta
│ ├── StarterAssets_Documentation.pdf
│ ├── StarterAssets_Documentation.pdf.meta
│ ├── ThirdPersonController.meta
│ ├── ThirdPersonController
│ │ ├── Character.meta
│ │ ├── Character
│ │ │ ├── Animations.meta
│ │ │ ├── Animations
│ │ │ │ ├── Jump--InAir.anim.fbx
│ │ │ │ ├── Jump--InAir.anim.fbx.meta
│ │ │ │ ├── Jump--Jump.anim.fbx
│ │ │ │ ├── Jump--Jump.anim.fbx.meta
│ │ │ │ ├── Locomotion--Run_N.anim.fbx
│ │ │ │ ├── Locomotion--Run_N.anim.fbx.meta
│ │ │ │ ├── Locomotion--Run_N_Land.anim.fbx
│ │ │ │ ├── Locomotion--Run_N_Land.anim.fbx.meta
│ │ │ │ ├── Locomotion--Run_S.anim.fbx
│ │ │ │ ├── Locomotion--Run_S.anim.fbx.meta
│ │ │ │ ├── Locomotion--Walk_N.anim.fbx
│ │ │ │ ├── Locomotion--Walk_N.anim.fbx.meta
│ │ │ │ ├── Locomotion--Walk_N_Land.anim.fbx
│ │ │ │ ├── Locomotion--Walk_N_Land.anim.fbx.meta
│ │ │ │ ├── Stand--Idle.anim.fbx
│ │ │ │ ├── Stand--Idle.anim.fbx.meta
│ │ │ │ ├── StarterAssetsThirdPerson.controller
│ │ │ │ └── StarterAssetsThirdPerson.controller.meta
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── Built-in_RP.meta
│ │ │ │ ├── Built-in_RP
│ │ │ │ │ ├── M_ArmatureColor_Arms.mat
│ │ │ │ │ ├── M_ArmatureColor_Arms.mat.meta
│ │ │ │ │ ├── M_ArmatureColor_Body.mat
│ │ │ │ │ ├── M_ArmatureColor_Body.mat.meta
│ │ │ │ │ ├── M_ArmatureColor_Legs.mat
│ │ │ │ │ └── M_ArmatureColor_Legs.mat.meta
│ │ │ │ ├── M_Armature_Arms.mat
│ │ │ │ ├── M_Armature_Arms.mat.meta
│ │ │ │ ├── M_Armature_Body.mat
│ │ │ │ ├── M_Armature_Body.mat.meta
│ │ │ │ ├── M_Armature_Legs.mat
│ │ │ │ └── M_Armature_Legs.mat.meta
│ │ │ ├── Models.meta
│ │ │ ├── Models
│ │ │ │ ├── Armature.fbx
│ │ │ │ └── Armature.fbx.meta
│ │ │ ├── Textures.meta
│ │ │ └── Textures
│ │ │ │ ├── Armature_Arms_AlbedoTransparency.tif
│ │ │ │ ├── Armature_Arms_AlbedoTransparency.tif.meta
│ │ │ │ ├── Armature_Arms_MetallicSmoothness.tif
│ │ │ │ ├── Armature_Arms_MetallicSmoothness.tif.meta
│ │ │ │ ├── Armature_Arms_Normal.tif
│ │ │ │ ├── Armature_Arms_Normal.tif.meta
│ │ │ │ ├── Armature_Arms_RGB.tif
│ │ │ │ ├── Armature_Arms_RGB.tif.meta
│ │ │ │ ├── Armature_Body_AlbedoTransparency.tif
│ │ │ │ ├── Armature_Body_AlbedoTransparency.tif.meta
│ │ │ │ ├── Armature_Body_MetallicSmoothness.tif
│ │ │ │ ├── Armature_Body_MetallicSmoothness.tif.meta
│ │ │ │ ├── Armature_Body_Normal.tif
│ │ │ │ ├── Armature_Body_Normal.tif.meta
│ │ │ │ ├── Armature_Body_RGB.tif
│ │ │ │ ├── Armature_Body_RGB.tif.meta
│ │ │ │ ├── Armature_Legs_AlbedoTransparency.tif
│ │ │ │ ├── Armature_Legs_AlbedoTransparency.tif.meta
│ │ │ │ ├── Armature_Legs_MetallicSmoothness.tif
│ │ │ │ ├── Armature_Legs_MetallicSmoothness.tif.meta
│ │ │ │ ├── Armature_Legs_Normal.tif
│ │ │ │ ├── Armature_Legs_Normal.tif.meta
│ │ │ │ ├── Armature_Legs_RGB.tif
│ │ │ │ └── Armature_Legs_RGB.tif.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── MainCamera.prefab
│ │ │ ├── MainCamera.prefab.meta
│ │ │ ├── NestedParentArmature_Unpack.prefab
│ │ │ ├── NestedParentArmature_Unpack.prefab.meta
│ │ │ ├── NestedParentCapsule_Unpack.prefab
│ │ │ ├── NestedParentCapsule_Unpack.prefab.meta
│ │ │ ├── PlayerArmature.prefab
│ │ │ ├── PlayerArmature.prefab.meta
│ │ │ ├── PlayerCapsule.prefab
│ │ │ ├── PlayerCapsule.prefab.meta
│ │ │ ├── PlayerFollowCamera.prefab
│ │ │ └── PlayerFollowCamera.prefab.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ │ ├── Playground.meta
│ │ │ ├── Playground.unity
│ │ │ ├── Playground.unity.meta
│ │ │ ├── Playground
│ │ │ │ ├── LightingData.asset
│ │ │ │ ├── LightingData.asset.meta
│ │ │ │ ├── ReflectionProbe-0.exr
│ │ │ │ ├── ReflectionProbe-0.exr.meta
│ │ │ │ ├── ReflectionProbe-1.exr
│ │ │ │ ├── ReflectionProbe-1.exr.meta
│ │ │ │ ├── ReflectionProbe-2.exr
│ │ │ │ └── ReflectionProbe-2.exr.meta
│ │ │ ├── PlaygroundSettings.lighting
│ │ │ └── PlaygroundSettings.lighting.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── BasicRigidBodyPush.cs
│ │ │ ├── BasicRigidBodyPush.cs.meta
│ │ │ ├── ThirdPersonController.cs
│ │ │ └── ThirdPersonController.cs.meta
│ ├── TutorialInfo.meta
│ ├── TutorialInfo
│ │ ├── Icons.meta
│ │ ├── Icons
│ │ │ ├── ReadMeImg.PNG
│ │ │ └── ReadMeImg.PNG.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── Editor.meta
│ │ │ ├── Editor
│ │ │ ├── ReadmeEditor.cs
│ │ │ └── ReadmeEditor.cs.meta
│ │ │ ├── Readme.cs
│ │ │ └── Readme.cs.meta
│ ├── license.txt
│ └── license.txt.meta
├── StreamingAssets.meta
├── TextMesh Pro.meta
└── TextMesh Pro
│ ├── Documentation.meta
│ ├── Documentation
│ ├── TextMesh Pro User Guide 2016.pdf
│ └── TextMesh Pro User Guide 2016.pdf.meta
│ ├── Fonts.meta
│ ├── Fonts
│ ├── LiberationSans - OFL.txt
│ ├── LiberationSans - OFL.txt.meta
│ ├── LiberationSans.ttf
│ └── LiberationSans.ttf.meta
│ ├── Resources.meta
│ ├── Resources
│ ├── Fonts & Materials.meta
│ ├── Fonts & Materials
│ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ ├── LiberationSans SDF - Fallback.asset
│ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ ├── LiberationSans SDF - Outline.mat
│ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ ├── LiberationSans SDF.asset
│ │ └── LiberationSans SDF.asset.meta
│ ├── LineBreaking Following Characters.txt
│ ├── LineBreaking Following Characters.txt.meta
│ ├── LineBreaking Leading Characters.txt
│ ├── LineBreaking Leading Characters.txt.meta
│ ├── Sprite Assets.meta
│ ├── Sprite Assets
│ │ ├── EmojiOne.asset
│ │ └── EmojiOne.asset.meta
│ ├── Style Sheets.meta
│ ├── Style Sheets
│ │ ├── Default Style Sheet.asset
│ │ └── Default Style Sheet.asset.meta
│ ├── TMP Settings.asset
│ └── TMP Settings.asset.meta
│ ├── Shaders.meta
│ ├── Shaders
│ ├── TMP_Bitmap-Custom-Atlas.shader
│ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ ├── TMP_Bitmap-Mobile.shader
│ ├── TMP_Bitmap-Mobile.shader.meta
│ ├── TMP_Bitmap.shader
│ ├── TMP_Bitmap.shader.meta
│ ├── TMP_SDF Overlay.shader
│ ├── TMP_SDF Overlay.shader.meta
│ ├── TMP_SDF SSD.shader
│ ├── TMP_SDF SSD.shader.meta
│ ├── TMP_SDF-Mobile Masking.shader
│ ├── TMP_SDF-Mobile Masking.shader.meta
│ ├── TMP_SDF-Mobile Overlay.shader
│ ├── TMP_SDF-Mobile Overlay.shader.meta
│ ├── TMP_SDF-Mobile SSD.shader
│ ├── TMP_SDF-Mobile SSD.shader.meta
│ ├── TMP_SDF-Mobile.shader
│ ├── TMP_SDF-Mobile.shader.meta
│ ├── TMP_SDF-Surface-Mobile.shader
│ ├── TMP_SDF-Surface-Mobile.shader.meta
│ ├── TMP_SDF-Surface.shader
│ ├── TMP_SDF-Surface.shader.meta
│ ├── TMP_SDF.shader
│ ├── TMP_SDF.shader.meta
│ ├── TMP_Sprite.shader
│ ├── TMP_Sprite.shader.meta
│ ├── TMPro.cginc
│ ├── TMPro.cginc.meta
│ ├── TMPro_Mobile.cginc
│ ├── TMPro_Mobile.cginc.meta
│ ├── TMPro_Properties.cginc
│ ├── TMPro_Properties.cginc.meta
│ ├── TMPro_Surface.cginc
│ └── TMPro_Surface.cginc.meta
│ ├── Sprites.meta
│ └── Sprites
│ ├── EmojiOne Attribution.txt
│ ├── EmojiOne Attribution.txt.meta
│ ├── EmojiOne.json
│ ├── EmojiOne.json.meta
│ ├── EmojiOne.png
│ └── EmojiOne.png.meta
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_StandaloneWindows.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── 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
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
├── README.md
└── UserSettings
├── EditorUserSettings.asset
└── Search.settings
/.gitignore:
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1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 | [Ll]ogs/
8 |
9 | # Visual Studio cache directory
10 | .vs/
11 |
12 | # Autogenerated VS/MD/Consulo solution and project files
13 | ExportedObj/
14 | .consulo/
15 | *.csproj
16 | *.unityproj
17 | *.sln
18 | *.suo
19 | *.tmp
20 | *.user
21 | *.userprefs
22 | *.pidb
23 | *.booproj
24 | *.svd
25 | *.pdb
26 | *.opendb
27 |
28 | # Unity3D generated meta files
29 | *.pidb.meta
30 | *.pdb.meta
31 |
32 | # Unity3D Generated File On Crash Reports
33 | sysinfo.txt
34 |
35 | # Builds
36 | *.apk
37 | *.unitypackage
38 | .DS_Store
39 |
40 | Packages/com.kyrylokuzyk.arfoundationremote
41 | ARFoundationRemoteCompanionApp/
42 |
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2 | "version": "1.0",
3 | "components": [
4 | "Microsoft.VisualStudio.Workload.ManagedGame"
5 | ]
6 | }
7 |
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/Assets/Samples/Netcode for GameObjects/1.0.0-pre.3/ClientNetworkTransform/Scripts/ClientNetworkTransform.cs:
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1 | using Unity.Netcode.Components;
2 | using UnityEngine;
3 |
4 | namespace Unity.Netcode.Samples
5 | {
6 | ///
7 | /// Used for syncing a transform with client side changes. This includes host. Pure server as owner isn't supported by this. Please use NetworkTransform
8 | /// for transforms that'll always be owned by the server.
9 | ///
10 | [DisallowMultipleComponent]
11 | public class ClientNetworkTransform : NetworkTransform
12 | {
13 | ///
14 | /// Used to determine who can write to this transform. Owner client only.
15 | /// Changing this value alone will not allow you to create a NetworkTransform which can be written to by clients.
16 | /// We're using RPCs to send updated values from client to server. Netcode doesn't support client side network variable writing.
17 | /// This imposes state to the server. This is putting trust on your clients. Make sure no security-sensitive features use this transform.
18 | ///
19 | // This is public to make sure that users don't depend on this IsClient && IsOwner check in their code. If this logic changes in the future, we can make it invisible here
20 |
21 | public override void OnNetworkSpawn()
22 | {
23 | base.OnNetworkSpawn();
24 | CanCommitToTransform = IsOwner;
25 | }
26 |
27 | protected override void Update()
28 | {
29 | base.Update();
30 | if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsListening))
31 | {
32 | if (CanCommitToTransform)
33 | {
34 | TryCommitTransformToServer(transform, NetworkManager.LocalTime.Time);
35 | }
36 | }
37 | }
38 | }
39 | }
40 |
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/Assets/Scripts/Core/Logger.cs:
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1 | using System.Linq;
2 | using DilmerGames.Core.Singletons;
3 | using TMPro;
4 | using UnityEngine;
5 | using System;
6 |
7 | public class Logger : Singleton
8 | {
9 | [SerializeField]
10 | private TextMeshProUGUI debugAreaText = null;
11 |
12 | [SerializeField]
13 | private bool enableDebug = false;
14 |
15 | [SerializeField]
16 | private int maxLines = 15;
17 |
18 | void Awake()
19 | {
20 | if (debugAreaText == null)
21 | {
22 | debugAreaText = GetComponent();
23 | }
24 | debugAreaText.text = string.Empty;
25 | }
26 |
27 | void OnEnable()
28 | {
29 | debugAreaText.enabled = enableDebug;
30 | enabled = enableDebug;
31 |
32 | if (enabled)
33 | {
34 | debugAreaText.text += $"{DateTime.Now.ToString("HH:mm:ss.fff")} {this.GetType().Name} enabled\n";
35 | }
36 | }
37 |
38 | public void LogInfo(string message)
39 | {
40 | ClearLines();
41 |
42 | debugAreaText.text += $"{DateTime.Now.ToString("HH:mm:ss.fff")} {message}\n";
43 | }
44 |
45 | public void LogError(string message)
46 | {
47 | ClearLines();
48 | debugAreaText.text += $"{DateTime.Now.ToString("HH:mm:ss.fff")} {message}\n";
49 | }
50 |
51 | public void LogWarning(string message)
52 | {
53 | ClearLines();
54 | debugAreaText.text += $"{DateTime.Now.ToString("HH:mm:ss.fff")} {message}\n";
55 | }
56 |
57 | private void ClearLines()
58 | {
59 | if (debugAreaText.text.Split('\n').Count() >= maxLines)
60 | {
61 | debugAreaText.text = string.Empty;
62 | }
63 | }
64 | }
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/Assets/Scripts/Core/NetworkSingleton.cs:
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1 | using Unity.Netcode;
2 | using UnityEngine;
3 |
4 | namespace DilmerGames.Core.Singletons
5 | {
6 | public class NetworkSingleton : NetworkBehaviour
7 | where T : Component
8 | {
9 | private static T _instance;
10 | public static T Instance
11 | {
12 | get
13 | {
14 | if (_instance == null)
15 | {
16 | var objs = FindObjectsOfType(typeof(T)) as T[];
17 | if (objs.Length > 0)
18 | _instance = objs[0];
19 | if (objs.Length > 1)
20 | {
21 | Debug.LogError("There is more than one " + typeof(T).Name + " in the scene.");
22 | }
23 | if (_instance == null)
24 | {
25 | GameObject obj = new GameObject();
26 | obj.name = string.Format("_{0}", typeof(T).Name);
27 | _instance = obj.AddComponent();
28 | }
29 | }
30 | return _instance;
31 | }
32 | }
33 | }
34 | }
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/Assets/Scripts/Core/Singleton.cs:
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1 | using UnityEngine;
2 |
3 | namespace DilmerGames.Core.Singletons
4 | {
5 | public class Singleton : MonoBehaviour
6 | where T : Component
7 | {
8 | private static T _instance;
9 | public static T Instance
10 | {
11 | get
12 | {
13 | if (_instance == null)
14 | {
15 | var objs = FindObjectsOfType(typeof(T)) as T[];
16 | if (objs.Length > 0)
17 | _instance = objs[0];
18 | if (objs.Length > 1)
19 | {
20 | Debug.LogError("There is more than one " + typeof(T).Name + " in the scene.");
21 | }
22 | if (_instance == null)
23 | {
24 | GameObject obj = new GameObject();
25 | obj.name = string.Format("_{0}", typeof(T).Name);
26 | _instance = obj.AddComponent();
27 | }
28 | }
29 | return _instance;
30 | }
31 | }
32 | }
33 | }
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/Assets/Scripts/PlayerBallControl.cs:
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1 | using Unity.Netcode;
2 | using Unity.Netcode.Samples;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(NetworkObject))]
6 | [RequireComponent(typeof(ClientNetworkTransform))]
7 | public class PlayerBallControl : NetworkBehaviour
8 | {
9 | [SerializeField]
10 | private float speed = 3.5f;
11 |
12 | [SerializeField]
13 | private float flySpeed = 3.5f;
14 |
15 | [SerializeField]
16 | private Vector2 defaultInitialPositionOnPlane = new Vector2(-4, 4);
17 |
18 | private Rigidbody ballRigidBody;
19 |
20 | void Awake()
21 | {
22 | ballRigidBody = GetComponent();
23 | }
24 |
25 | void Start()
26 | {
27 | if (IsClient && IsOwner)
28 | {
29 | transform.position = new Vector3(Random.Range(defaultInitialPositionOnPlane.x, defaultInitialPositionOnPlane.y), 0,
30 | Random.Range(defaultInitialPositionOnPlane.x, defaultInitialPositionOnPlane.y));
31 | }
32 | }
33 |
34 | void Update()
35 | {
36 | if (IsClient && IsOwner)
37 | {
38 | ClientInput();
39 | }
40 | }
41 |
42 | private void ClientInput()
43 | {
44 | float horizontal = Input.GetAxis("Horizontal");
45 | float vertical = Input.GetAxis("Vertical");
46 |
47 | if (vertical > 0 || vertical < 0)
48 | ballRigidBody.AddForce(vertical > 0 ? Vector3.forward * speed : Vector3.back * speed);
49 | if (horizontal > 0 || horizontal < 0)
50 | ballRigidBody.AddForce(horizontal > 0 ? Vector3.right * speed : Vector3.left * speed);
51 | if (Input.GetKey(KeyCode.Space))
52 | ballRigidBody.AddForce(Vector3.up * flySpeed);
53 | }
54 | }
55 |
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/Assets/Scripts/PlayerCameraFollow.cs:
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1 | using Cinemachine;
2 | using DilmerGames.Core.Singletons;
3 | using UnityEngine;
4 |
5 | public class PlayerCameraFollow : Singleton
6 | {
7 | [SerializeField]
8 | private float amplitudeGain = 0.5f;
9 |
10 | [SerializeField]
11 | private float frequencyGain = 0.5f;
12 |
13 | private CinemachineVirtualCamera cinemachineVirtualCamera;
14 |
15 | private void Awake()
16 | {
17 | cinemachineVirtualCamera = GetComponent();
18 | }
19 |
20 | public void FollowPlayer(Transform transform)
21 | {
22 | // not all scenes have a cinemachine virtual camera so return in that's the case
23 | if (cinemachineVirtualCamera == null) return;
24 |
25 | cinemachineVirtualCamera.Follow = transform;
26 |
27 | var perlin = cinemachineVirtualCamera.GetCinemachineComponent();
28 | perlin.m_AmplitudeGain = amplitudeGain;
29 | perlin.m_FrequencyGain = frequencyGain;
30 | }
31 | }
32 |
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/Assets/Scripts/PlayerHud.cs:
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1 | using TMPro;
2 | using Unity.Netcode;
3 | using UnityEngine;
4 |
5 | public class PlayerHud : NetworkBehaviour
6 | {
7 | [SerializeField]
8 | private NetworkVariable playerNetworkName = new NetworkVariable();
9 |
10 | private bool overlaySet = false;
11 |
12 | public override void OnNetworkSpawn()
13 | {
14 | if(IsServer)
15 | {
16 | playerNetworkName.Value = $"Player {OwnerClientId}";
17 | }
18 | }
19 |
20 | public void SetOverlay()
21 | {
22 | var localPlayerOverlay = gameObject.GetComponentInChildren();
23 | localPlayerOverlay.text = $"{playerNetworkName.Value}";
24 | }
25 |
26 | public void Update()
27 | {
28 | if(!overlaySet && !string.IsNullOrEmpty(playerNetworkName.Value))
29 | {
30 | SetOverlay();
31 | overlaySet = true;
32 | }
33 | }
34 | }
35 |
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/Assets/Scripts/PlayersManager.cs:
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1 | using DilmerGames.Core.Singletons;
2 | using Unity.Netcode;
3 |
4 | public class PlayersManager : NetworkSingleton
5 | {
6 | NetworkVariable playersInGame = new NetworkVariable();
7 |
8 | public int PlayersInGame
9 | {
10 | get
11 | {
12 | return playersInGame.Value;
13 | }
14 | }
15 |
16 | void Start()
17 | {
18 | NetworkManager.Singleton.OnClientConnectedCallback += (id) =>
19 | {
20 | if(IsServer)
21 | playersInGame.Value++;
22 | };
23 |
24 | NetworkManager.Singleton.OnClientDisconnectCallback += (id) =>
25 | {
26 | if(IsServer)
27 | playersInGame.Value--;
28 | };
29 | }
30 | }
31 |
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1 | public enum PlayerState
2 | {
3 | Idle,
4 | Walk,
5 | Run,
6 | Punch,
7 | ReverseWalk,
8 | }
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1 | using Unity.Collections;
2 | using Unity.Netcode;
3 |
4 | public struct NetworkString : INetworkSerializable
5 | {
6 | private FixedString32Bytes info;
7 | public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter
8 | {
9 | serializer.SerializeValue(ref info);
10 | }
11 |
12 | public override string ToString()
13 | {
14 | return info.ToString();
15 | }
16 |
17 | public static implicit operator string(NetworkString s) => s.ToString();
18 | public static implicit operator NetworkString(string s) => new NetworkString() { info = new FixedString32Bytes(s) };
19 | }
20 |
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1 | using System;
2 |
3 | public struct RelayHostData
4 | {
5 | public string JoinCode;
6 | public string IPv4Address;
7 | public ushort Port;
8 | public Guid AllocationID;
9 | public byte[] AllocationIDBytes;
10 | public byte[] ConnectionData;
11 | public byte[] Key;
12 | }
13 |
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1 | using System;
2 |
3 | public struct RelayJoinData
4 | {
5 | public string JoinCode;
6 | public string IPv4Address;
7 | public ushort Port;
8 | public Guid AllocationID;
9 | public byte[] AllocationIDBytes;
10 | public byte[] ConnectionData;
11 | public byte[] HostConnectionData;
12 | public byte[] Key;
13 | }
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/Assets/Scripts/SpawnerControl.cs:
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1 | using DilmerGames.Core.Singletons;
2 | using Unity.Netcode;
3 | using UnityEngine;
4 |
5 | public class SpawnerControl : NetworkSingleton
6 | {
7 | [SerializeField]
8 | private GameObject objectPrefab;
9 |
10 | [SerializeField]
11 | private int maxObjectInstanceCount = 3;
12 |
13 | private void Awake()
14 | {
15 | NetworkManager.Singleton.OnServerStarted += () =>
16 | {
17 | NetworkObjectPool.Instance.InitializePool();
18 | };
19 | }
20 |
21 | public void SpawnObjects()
22 | {
23 | if (!IsServer) return;
24 |
25 | for (int i = 0; i < maxObjectInstanceCount; i++)
26 | {
27 | //GameObject go = Instantiate(objectPrefab,
28 | // new Vector3(Random.Range(-10, 10), 10.0f, Random.Range(-10, 10)), Quaternion.identity);
29 | GameObject go = NetworkObjectPool.Instance.GetNetworkObject(objectPrefab).gameObject;
30 | go.transform.position = new Vector3(Random.Range(-10, 10), 10.0f, Random.Range(-10, 10));
31 | go.GetComponent().Spawn();
32 | }
33 | }
34 | }
35 |
36 |
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1 | using UnityEditor;
2 |
3 | namespace StarterAssets
4 | {
5 | public static class ScriptingDefineUtils
6 | {
7 | public static bool CheckScriptingDefine(string scriptingDefine)
8 | {
9 | BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
10 | var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
11 | return defines.Contains(scriptingDefine);
12 | }
13 |
14 | public static void SetScriptingDefine(string scriptingDefine)
15 | {
16 | BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
17 | var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
18 | if (!defines.Contains(scriptingDefine))
19 | {
20 | defines += $";{scriptingDefine}";
21 | PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, defines);
22 | }
23 | }
24 |
25 | public static void RemoveScriptingDefine(string scriptingDefine)
26 | {
27 | BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
28 | var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
29 | if (defines.Contains(scriptingDefine))
30 | {
31 | string newDefines = defines.Replace(scriptingDefine, "");
32 | PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, newDefines);
33 | }
34 | }
35 | }
36 | }
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/Assets/StarterAssets/Editor/ThirdPersonStarterAssetsDeployMenu.cs:
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1 | using System.Linq;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace StarterAssets
6 | {
7 | public partial class StarterAssetsDeployMenu : ScriptableObject
8 | {
9 | // prefab paths
10 | private const string ThirdPersonPrefabPath = "/ThirdPersonController/Prefabs/";
11 | private const string PlayerArmaturePrefabName = "PlayerArmature";
12 |
13 | #if STARTER_ASSETS_PACKAGES_CHECKED
14 | ///
15 | /// Check the Armature, main camera, cinemachine virtual camera, camera target and references
16 | ///
17 | [MenuItem(MenuRoot + "/Reset Third Person Controller Armature", false)]
18 | static void ResetThirdPersonControllerArmature()
19 | {
20 | var thirdPersonControllers = FindObjectsOfType();
21 | var player = thirdPersonControllers.FirstOrDefault(controller => controller.GetComponent() && controller.CompareTag(PlayerTag));
22 | GameObject playerGameObject;
23 |
24 | // player
25 | if (player == null)
26 | HandleInstantiatingPrefab(StarterAssetsPath + ThirdPersonPrefabPath,
27 | PlayerArmaturePrefabName, out playerGameObject);
28 | else
29 | playerGameObject = player.gameObject;
30 |
31 | // cameras
32 | CheckCameras(ThirdPersonPrefabPath, playerGameObject.transform);
33 | }
34 |
35 | [MenuItem(MenuRoot + "/Reset Third Person Controller Capsule", false)]
36 | static void ResetThirdPersonControllerCapsule()
37 | {
38 | var thirdPersonControllers = FindObjectsOfType();
39 | var player = thirdPersonControllers.FirstOrDefault(controller => !controller.GetComponent() && controller.CompareTag(PlayerTag));
40 | GameObject playerGameObject;
41 |
42 | // player
43 | if (player == null)
44 | HandleInstantiatingPrefab(StarterAssetsPath + ThirdPersonPrefabPath,
45 | PlayerCapsulePrefabName, out playerGameObject);
46 | else
47 | playerGameObject = player.gameObject;
48 |
49 | // cameras
50 | CheckCameras(ThirdPersonPrefabPath, playerGameObject.transform);
51 | }
52 | #endif
53 | }
54 | }
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1 | using UnityEngine;
2 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
3 | using UnityEngine.InputSystem;
4 | #endif
5 |
6 | namespace StarterAssets
7 | {
8 | public class StarterAssetsInputs : MonoBehaviour
9 | {
10 | [Header("Character Input Values")]
11 | public Vector2 move;
12 | public Vector2 look;
13 | public bool jump;
14 | public bool sprint;
15 |
16 | [Header("Movement Settings")]
17 | public bool analogMovement;
18 |
19 | #if !UNITY_IOS || !UNITY_ANDROID
20 | [Header("Mouse Cursor Settings")]
21 | public bool cursorLocked = true;
22 | public bool cursorInputForLook = true;
23 | #endif
24 |
25 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
26 | public void OnMove(InputValue value)
27 | {
28 | MoveInput(value.Get());
29 | }
30 |
31 | public void OnLook(InputValue value)
32 | {
33 | if(cursorInputForLook)
34 | {
35 | LookInput(value.Get());
36 | }
37 | }
38 |
39 | public void OnJump(InputValue value)
40 | {
41 | JumpInput(value.isPressed);
42 | }
43 |
44 | public void OnSprint(InputValue value)
45 | {
46 | SprintInput(value.isPressed);
47 | }
48 | #else
49 | // old input sys if we do decide to have it (most likely wont)...
50 | #endif
51 |
52 |
53 | public void MoveInput(Vector2 newMoveDirection)
54 | {
55 | move = newMoveDirection;
56 | }
57 |
58 | public void LookInput(Vector2 newLookDirection)
59 | {
60 | look = newLookDirection;
61 | }
62 |
63 | public void JumpInput(bool newJumpState)
64 | {
65 | jump = newJumpState;
66 | }
67 |
68 | public void SprintInput(bool newSprintState)
69 | {
70 | sprint = newSprintState;
71 | }
72 |
73 | #if !UNITY_IOS || !UNITY_ANDROID
74 |
75 | private void OnApplicationFocus(bool hasFocus)
76 | {
77 | SetCursorState(cursorLocked);
78 | }
79 |
80 | private void SetCursorState(bool newState)
81 | {
82 | Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
83 | }
84 |
85 | #endif
86 |
87 | }
88 |
89 | }
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1 | using UnityEngine;
2 |
3 | namespace StarterAssets
4 | {
5 | public class UICanvasControllerInput : MonoBehaviour
6 | {
7 |
8 | [Header("Output")]
9 | public StarterAssetsInputs starterAssetsInputs;
10 |
11 | public void VirtualMoveInput(Vector2 virtualMoveDirection)
12 | {
13 | starterAssetsInputs.MoveInput(virtualMoveDirection);
14 | }
15 |
16 | public void VirtualLookInput(Vector2 virtualLookDirection)
17 | {
18 | starterAssetsInputs.LookInput(virtualLookDirection);
19 | }
20 |
21 | public void VirtualJumpInput(bool virtualJumpState)
22 | {
23 | starterAssetsInputs.JumpInput(virtualJumpState);
24 | }
25 |
26 | public void VirtualSprintInput(bool virtualSprintState)
27 | {
28 | starterAssetsInputs.SprintInput(virtualSprintState);
29 | }
30 |
31 | }
32 |
33 | }
34 |
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1 | /*
2 | The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices.
3 | IE: Switching from Keyboard to Gamepad in-game.
4 | When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc)
5 | In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance.
6 | This is fixed in Input System 1.1.
7 | For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile.
8 | */
9 |
10 | using UnityEngine;
11 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
12 | using UnityEngine.InputSystem;
13 | #endif
14 |
15 | public class MobileDisableAutoSwitchControls : MonoBehaviour
16 | {
17 |
18 | #if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID) && STARTER_ASSETS_PACKAGES_CHECKED
19 |
20 | [Header("Target")]
21 | public PlayerInput playerInput;
22 |
23 | void Start()
24 | {
25 | DisableAutoSwitchControls();
26 | }
27 |
28 | void DisableAutoSwitchControls()
29 | {
30 | playerInput.neverAutoSwitchControlSchemes = true;
31 | }
32 |
33 | #endif
34 |
35 | }
36 |
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/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.EventSystems;
5 | using UnityEngine.Events;
6 |
7 | public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
8 | {
9 |
10 | [Header("Output")]
11 | public UnityEvent buttonStateOutputEvent;
12 | public UnityEvent buttonClickOutputEvent;
13 |
14 | public void OnPointerDown(PointerEventData eventData)
15 | {
16 | OutputButtonStateValue(true);
17 | }
18 |
19 | public void OnPointerUp(PointerEventData eventData)
20 | {
21 | OutputButtonStateValue(false);
22 | }
23 |
24 | public void OnPointerClick(PointerEventData eventData)
25 | {
26 | OutputButtonClickEvent();
27 | }
28 |
29 | void OutputButtonStateValue(bool buttonState)
30 | {
31 | buttonStateOutputEvent.Invoke(buttonState);
32 | }
33 |
34 | void OutputButtonClickEvent()
35 | {
36 | buttonClickOutputEvent.Invoke();
37 | }
38 |
39 | }
40 |
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16 | title: Welcome to Starter Assets!
17 | sections:
18 | - heading: Starter Assets Readme
19 | text:
20 | linkText:
21 | url:
22 | - heading:
23 | text: 'Starter Assets include First and Third Person Character controllers built
24 | in a modular way as a solid foundation for any game genre. '
25 | linkText: Starter Assets - First Person Character Controller
26 | url: http://u3d.as/2z1q
27 | - heading:
28 | text:
29 | linkText: Starter Assets - Third Person Character Controller
30 | url: http://u3d.as/2z1r
31 | - heading:
32 | text: "The Starter Assets packages are compatible with Unity 2020.3 LTS and leverage
33 | Unity\u2019s CharacterController component."
34 | linkText:
35 | url:
36 | - heading: Important note
37 | text: The Starter Assets packages require the Input System and Cinemachine packages
38 | to work. See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf)
39 | for more information.
40 | linkText:
41 | url:
42 | - heading: 'Get started '
43 | text: In StarterAssets/ThirdPersonController/Scenes or StarterAssets/FirstPersonController/Scenes,
44 | you will find the Playground Scene. Here you can use the Starter Assets controller
45 | in a simple playground environment and start adjusting the controller settings
46 | to your liking.
47 | linkText:
48 | url:
49 | - heading: Documentation
50 | text: See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf)
51 | for more information on how to set up the Starter Assets in a new Scene, in
52 | HDRP/URP, or for mobile devices.
53 | linkText:
54 | url:
55 | - heading: 'We want to hear your feedback! '
56 | text:
57 | linkText: Click here to let us know what you think about this package.
58 | url: https://unitysoftware.co1.qualtrics.com/jfe/form/SV_5cg7IkyOprbHqia?packagename=starterassets
59 | loadedLayout: 1
60 |
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1 | using UnityEngine;
2 |
3 | public class BasicRigidBodyPush : MonoBehaviour
4 | {
5 | public LayerMask pushLayers;
6 | public bool canPush;
7 | [Range(0.5f, 5f)] public float strength = 1.1f;
8 |
9 | private void OnControllerColliderHit(ControllerColliderHit hit)
10 | {
11 | if (canPush) PushRigidBodies(hit);
12 | }
13 |
14 | private void PushRigidBodies(ControllerColliderHit hit)
15 | {
16 | // https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
17 |
18 | // make sure we hit a non kinematic rigidbody
19 | Rigidbody body = hit.collider.attachedRigidbody;
20 | if (body == null || body.isKinematic) return;
21 |
22 | // make sure we only push desired layer(s)
23 | var bodyLayerMask = 1 << body.gameObject.layer;
24 | if ((bodyLayerMask & pushLayers.value) == 0) return;
25 |
26 | // We dont want to push objects below us
27 | if (hit.moveDirection.y < -0.3f) return;
28 |
29 | // Calculate push direction from move direction, horizontal motion only
30 | Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
31 |
32 | // Apply the push and take strength into account
33 | body.AddForce(pushDir * strength, ForceMode.Impulse);
34 | }
35 | }
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1 | using System;
2 | using UnityEngine;
3 |
4 | public class Readme : ScriptableObject {
5 | public Texture2D icon;
6 | public string title;
7 | public Section[] sections;
8 | public bool loadedLayout;
9 |
10 | [Serializable]
11 | public class Section {
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13 | }
14 | }
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1 | This package is licensed under the Unity Companion License.
2 | For full license terms, please see: https://unity3d.com/legal/licenses/Unity_Companion_License
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1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
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1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
2 |
3 | Please visit their website to view the complete set of their emojis and review their licensing terms.
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2023 Dilmer Valecillos
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # Unity Multiplayer Playground
2 | Various demos while teaching Netcode For GameObjects features in [YouTube](https://www.youtube.com/dilmerv)
3 |
4 | YouTube tutorials in Chronogical order / features:
5 | * [How To Make A Game With Unity Multiplayer Netcode | Project Setup](https://www.youtube.com/watch?v=d1FpS5hYlVE)
6 | * [How To Make A Game With Unity Multiplayer Netcode | Player Controller](https://www.youtube.com/watch?v=rFCFMkzFaog)
7 | * [How To Make A Game With Unity Multiplayer Netcode | Player Controller Part 2 And Network Animations](https://youtu.be/GOtE96OKyVA)
8 | * [How To Make A Game With Unity Multiplayer Netcode | Network Physics And Network Object Pooling](https://youtu.be/DfUUyEWUhwQ)
9 | * [How To Make A Game With Unity Multiplayer Netcode | Relay Service Setup](https://youtu.be/82Lbho7S0OA)
10 | * [How To Make A Game With Unity Multiplayer Netcode | Client Network Transform & 3rd Person Camera](https://youtu.be/49mnzY-MpLw)
11 | * [How To Make A Game With Unity Multiplayer Netcode | ClientRpc ClientRpcParams & ServerRpc](https://www.youtube.com/watch?v=ktGJstDvEmU)
12 | * [How To Make A Game With Unity Multiplayer Netcode | XR Multiplayer Rig](https://youtu.be/pl6Pbb43E-Y) :bulb: Code for this video is currently only available to [YouTube members](https://www.youtube.com/dilmerv) or [Patrons](https://patreon.com/dilmerv) but it will become public in the near future.
13 |
14 | Take a look at [Unity official docs](https://docs-multiplayer.unity3d.com/docs/learn/dilmer/dilmer-video) as well with the videos above also included.
15 |
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