├── .gitignore
├── .vscode
└── settings.json
├── Assets
├── ExternalAssets.meta
├── ExternalAssets
│ ├── Car Script basic.meta
│ ├── Car Script basic
│ │ ├── Docs.meta
│ │ ├── Docs
│ │ │ ├── Car_Script_basic.pdf
│ │ │ └── Car_Script_basic.pdf.meta
│ │ ├── Script.meta
│ │ └── Script
│ │ │ ├── Dot_Truck_Controller.cs
│ │ │ └── Dot_Truck_Controller.cs.meta
│ ├── Modern_Touring_Carpack_Demo.meta
│ └── Modern_Touring_Carpack_Demo
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ ├── FocE.meta
│ │ ├── FocE
│ │ │ ├── FocE_Carbody08.mat
│ │ │ ├── FocE_Carbody08.mat.meta
│ │ │ ├── FocE_Windows.mat
│ │ │ └── FocE_Windows.mat.meta
│ │ ├── _Common.meta
│ │ └── _Common
│ │ │ ├── Brackedisk.mat
│ │ │ ├── Brackedisk.mat.meta
│ │ │ ├── Engine.mat
│ │ │ ├── Engine.mat.meta
│ │ │ ├── Floor.mat
│ │ │ ├── Floor.mat.meta
│ │ │ ├── Glass.mat
│ │ │ ├── Glass.mat.meta
│ │ │ ├── Interior.mat
│ │ │ ├── Interior.mat.meta
│ │ │ ├── Rim.mat
│ │ │ ├── Rim.mat.meta
│ │ │ ├── RimIn.mat
│ │ │ ├── RimIn.mat.meta
│ │ │ ├── Sidewall.mat
│ │ │ ├── Sidewall.mat.meta
│ │ │ ├── Tread.mat
│ │ │ ├── Tread.mat.meta
│ │ │ ├── wiring.mat
│ │ │ └── wiring.mat.meta
│ │ ├── Meshes.meta
│ │ ├── Meshes
│ │ ├── Floor.FBX
│ │ ├── Floor.FBX.meta
│ │ ├── FocE.FBX
│ │ ├── FocE.FBX.meta
│ │ ├── Tires.FBX
│ │ └── Tires.FBX.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ ├── Floor.prefab
│ │ ├── Floor.prefab.meta
│ │ ├── FocE08.prefab
│ │ ├── FocE08.prefab.meta
│ │ ├── Tires.prefab
│ │ └── Tires.prefab.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ ├── FocE08.unity
│ │ ├── FocE08.unity.meta
│ │ ├── Tires.unity
│ │ └── Tires.unity.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ ├── FocE.meta
│ │ ├── FocE
│ │ ├── FocE_Carbody08.tga
│ │ ├── FocE_Carbody08.tga.meta
│ │ ├── FocE_Windows.tga
│ │ └── FocE_Windows.tga.meta
│ │ ├── _Common.meta
│ │ ├── _Common
│ │ ├── Brakedisc.tga
│ │ ├── Brakedisc.tga.meta
│ │ ├── Engine.tga
│ │ ├── Engine.tga.meta
│ │ ├── Engine_S.tga
│ │ ├── Engine_S.tga.meta
│ │ ├── Glass.tga
│ │ ├── Glass.tga.meta
│ │ ├── Interior.tga
│ │ ├── Interior.tga.meta
│ │ ├── Interior_S.tga
│ │ ├── Interior_S.tga.meta
│ │ ├── Rim.tga
│ │ ├── Rim.tga.meta
│ │ ├── Sidewall.tga
│ │ ├── Sidewall.tga.meta
│ │ ├── Sidewall_S.tga
│ │ ├── Sidewall_S.tga.meta
│ │ ├── Tread.tga
│ │ ├── Tread.tga.meta
│ │ ├── Tread_N.tga
│ │ ├── Tread_N.tga.meta
│ │ ├── Tread_S.tga
│ │ ├── Tread_S.tga.meta
│ │ ├── wiring.tga
│ │ └── wiring.tga.meta
│ │ ├── _Templates.meta
│ │ └── _Templates
│ │ ├── FocE_Carbody.psd
│ │ └── FocE_Carbody.psd.meta
├── FXAA.meta
├── FXAA
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── BannerOffline.png
│ │ │ ├── BannerOffline.png.meta
│ │ │ ├── FXAAEditor.cs
│ │ │ └── FXAAEditor.cs.meta
│ │ ├── FXAA.cs
│ │ ├── FXAA.cs.meta
│ │ ├── FXAAPostEffectsBase.cs
│ │ └── FXAAPostEffectsBase.cs.meta
│ ├── Shaders.meta
│ └── Shaders
│ │ ├── Fxaa3.shader
│ │ ├── Fxaa3.shader.meta
│ │ ├── Fxaa3_9.cginc
│ │ └── Fxaa3_9.cginc.meta
├── Materials.meta
├── Materials
│ ├── Ground.mat
│ └── Ground.mat.meta
├── Prefabs.meta
├── Prefabs
│ ├── Player.prefab
│ └── Player.prefab.meta
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity
│ └── SampleScene.unity.meta
├── Scripts.meta
└── Scripts
│ ├── GameManager.cs
│ ├── GameManager.cs.meta
│ ├── Network.meta
│ ├── Network
│ ├── ByteIO.cs
│ ├── ByteIO.cs.meta
│ ├── ByteReader.cs
│ ├── ByteReader.cs.meta
│ ├── ByteWriter.cs
│ ├── ByteWriter.cs.meta
│ ├── ICursor.cs
│ ├── ICursor.cs.meta
│ ├── InstantiateType.cs
│ ├── InstantiateType.cs.meta
│ ├── MessageType.cs
│ ├── MessageType.cs.meta
│ ├── NetworkManager.cs
│ ├── NetworkManager.cs.meta
│ ├── NetworkObject.cs
│ └── NetworkObject.cs.meta
│ ├── Player.cs
│ └── Player.cs.meta
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
└── readme.md
/.gitignore:
--------------------------------------------------------------------------------
1 | .DS_Store*
2 | ._*
3 | .Spotlight-V100
4 | .Trashes
5 | [Tt]humbs.db
6 |
7 | # Unity local/temp folders
8 | [Ll]ibrary/
9 | [Tt]emp/
10 | [Oo]bj/
11 | [Bb]uild/
12 | [Bb]uilt/
13 | .vs/
14 |
15 | # Autogenerated VS/MD solution and project files
16 | [Ee]xported[Oo]bj/
17 | /*.csproj
18 | /*.unityproj
19 | /*.sln
20 | /*.suo
21 | /*.user
22 | /*.userprefs
23 | /*.pidb
24 | /*.booproj
25 |
26 | # Unity3D Generated File On Crash Reports
27 | sysinfo.txt
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/Assets/FXAA/Scripts/Editor/FXAAEditor.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System;
4 | using UnityEditor;
5 | using AseFxaa;
6 |
7 | namespace AseFxaa
8 | {
9 | internal class AboutAffiliate : EditorWindow
10 | {
11 | public static void Init()
12 | {
13 | AboutAffiliate window = (AboutAffiliate)GetWindow( typeof( AboutAffiliate ), true, "Affiliate Link Information" );
14 | window.minSize = new Vector2( 400, 130 );
15 | window.maxSize = new Vector2( 400, 130 );
16 | window.Show();
17 | }
18 |
19 | public void OnGUI()
20 | {
21 | GUIStyle lableStyle = new GUIStyle( GUI.skin.label );
22 | lableStyle.wordWrap = true;
23 | lableStyle.alignment = TextAnchor.MiddleCenter;
24 | lableStyle.richText = true;
25 |
26 | GUIStyle textLink = new GUIStyle( GUI.skin.label );
27 | textLink.normal.textColor = EditorGUIUtility.isProSkin ? FXAAEditor.LinkColorInPro : FXAAEditor.LinkColorInPersonal;
28 | GUILayout.Space( 16 );
29 | GUILayout.Label( "By using our Publisher Affiliate link we receive a small commission for all Asset Store purchases done in the following 7 days. If you want to support free content such as the one you are using, please consider using our unique Publisher link. Thank You!", lableStyle );
30 | GUILayout.Space( 16 );
31 | GUILayout.BeginHorizontal();
32 | if( GUILayout.Button( "Learn more about the Unity Affiliate program here", lableStyle ) )
33 | {
34 | Help.BrowseURL( "https://unity3d.com/affiliates" );
35 | }
36 | GUILayout.EndHorizontal();
37 | }
38 | }
39 |
40 | [Serializable]
41 | internal class BannerInfo
42 | {
43 | public string imageURL;
44 | public string message;
45 | public string affiliateLink;
46 |
47 | public static BannerInfo CreateFromJSON( string jsonString )
48 | {
49 | return JsonUtility.FromJson( jsonString );
50 | }
51 |
52 | public BannerInfo( string i, string m, string a )
53 | {
54 | imageURL = i;
55 | message = m;
56 | affiliateLink = a;
57 | }
58 | }
59 | }
60 |
61 | [CustomEditor( typeof( FXAA ) )]
62 | public class FXAAEditor : Editor
63 | {
64 | private GUIStyle m_linkStyle;
65 | private GUIStyle m_lableStyle;
66 | private GUIStyle m_textLink;
67 | private GUIContent m_button = new GUIContent( "" );
68 |
69 | private bool m_initialized = false;
70 | private bool m_imageLoaded = false;
71 |
72 | private int m_maxheight = 105;
73 | private float m_currheight = 105;
74 | private float m_imageRatio = 0.23863f;
75 |
76 | public static Color LinkColorInPro = new Color( 0.3f, 0.5f, 1 );
77 | public static Color LinkColorInPersonal = new Color( 0.1f, 0.3f, 0.8f );
78 | private Texture2D m_fetchedImage = null;
79 | private Texture2D m_defaultImage;
80 |
81 | private string m_jsonURL = "http://amplify.pt/Banner/FxaaInfo.json";
82 | private BannerInfo m_info = new BannerInfo(
83 | "http://amplify.pt/Banner/Banner_Fxaa.jpg",
84 | "Like FXAA? Check out Amplify Shader Editor, award-winning node-based shader editor for Unity!",
85 | "https://www.assetstore.unity3d.com/en/#!/content/68570?aid=1011lPwI&pubref=FXAA" );
86 |
87 | IEnumerator coroutine;
88 | IEnumerator StartRequest( string url )
89 | {
90 | WWW www = new WWW( url );
91 | yield return www;
92 | }
93 |
94 | public void EditorUpdateFetchInfo()
95 | {
96 | WWW www = (WWW)coroutine.Current;
97 | if( !coroutine.MoveNext() )
98 | {
99 | if( !www.isDone )
100 | {
101 | coroutine.MoveNext();
102 | }
103 | else
104 | {
105 | if( string.IsNullOrEmpty( www.error ) )
106 | {
107 | m_info = BannerInfo.CreateFromJSON( www.text );
108 | this.Repaint();
109 |
110 | EditorApplication.update += EditorUpdateFetchImage;
111 | coroutine = StartRequest( m_info.imageURL );
112 | }
113 | EditorApplication.update -= EditorUpdateFetchInfo;
114 | }
115 | }
116 | }
117 |
118 | public void EditorUpdateFetchImage()
119 | {
120 | WWW www = (WWW)coroutine.Current;
121 | if( !coroutine.MoveNext() )
122 | {
123 | if( !www.isDone )
124 | {
125 | coroutine.MoveNext();
126 | }
127 | else
128 | {
129 | if( string.IsNullOrEmpty( www.error ) )
130 | {
131 | m_fetchedImage = new Texture2D( www.texture.width, www.texture.height, TextureFormat.RGB24, false, true );
132 | m_fetchedImage.SetPixels( www.texture.GetPixels() );
133 | m_fetchedImage.Apply();
134 | this.Repaint();
135 | }
136 | EditorApplication.update -= EditorUpdateFetchImage;
137 | }
138 | }
139 | }
140 |
141 | public override void OnInspectorGUI()
142 | {
143 | if( !m_initialized )
144 | {
145 | m_initialized = true;
146 | m_linkStyle = new GUIStyle( GUIStyle.none );
147 | m_linkStyle.alignment = TextAnchor.UpperCenter;
148 |
149 | m_lableStyle = new GUIStyle( GUI.skin.label );
150 |
151 | m_lableStyle.wordWrap = true;
152 | m_lableStyle.alignment = TextAnchor.MiddleLeft;
153 | m_defaultImage = AssetDatabase.LoadAssetAtPath( AssetDatabase.GUIDToAssetPath( "dd17fcfd0f1d6b540a22a6b89c9e8b06" ) );
154 | m_imageRatio = (float)m_defaultImage.height / (float)m_defaultImage.width;
155 | m_maxheight = m_defaultImage.height;
156 |
157 | m_textLink = new GUIStyle( GUI.skin.label );
158 | m_textLink.normal.textColor = Color.white;
159 | m_textLink.alignment = TextAnchor.MiddleCenter;
160 | m_textLink.fontSize = 9;
161 | }
162 |
163 | if( m_fetchedImage != null )
164 | {
165 | m_button.image = m_fetchedImage;
166 | m_imageRatio = (float)m_fetchedImage.height / (float)m_fetchedImage.width;
167 | m_maxheight = m_fetchedImage.height;
168 | }
169 | else
170 | {
171 | m_button.image = m_defaultImage;
172 | m_imageRatio = (float)m_defaultImage.height / (float)m_defaultImage.width;
173 | m_maxheight = m_defaultImage.height;
174 |
175 | if( !m_imageLoaded )
176 | {
177 | m_imageLoaded = true;
178 |
179 | EditorApplication.update += EditorUpdateFetchInfo;
180 | coroutine = StartRequest( m_jsonURL );
181 | }
182 | }
183 |
184 | EditorGUILayout.BeginVertical( "ObjectFieldThumb" );
185 | {
186 | m_currheight = Mathf.Min( m_maxheight, ( EditorGUIUtility.currentViewWidth - 30 ) * m_imageRatio );
187 | Rect buttonRect = EditorGUILayout.GetControlRect( false, m_currheight );
188 | EditorGUIUtility.AddCursorRect( buttonRect, MouseCursor.Link );
189 | if( GUI.Button( buttonRect, m_button, m_linkStyle ) )
190 | {
191 | Help.BrowseURL( m_info.affiliateLink );
192 | }
193 | GUILayout.BeginHorizontal();
194 | GUILayout.Label( m_info.message, m_lableStyle );
195 | GUILayout.FlexibleSpace();
196 | GUILayout.BeginVertical();
197 | if( GUILayout.Button( "Learn More", GUILayout.Height( 25 ) ) )
198 | {
199 | Help.BrowseURL( m_info.affiliateLink );
200 | }
201 | Color cache = GUI.color;
202 | GUI.color = EditorGUIUtility.isProSkin ? LinkColorInPro : LinkColorInPersonal;
203 | if( GUILayout.Button( "Affiliate Link", m_textLink ) )
204 | {
205 | AboutAffiliate.Init();
206 | }
207 | GUI.color = cache;
208 | GUILayout.EndVertical();
209 | GUILayout.EndHorizontal();
210 | }
211 | EditorGUILayout.EndVertical();
212 | }
213 | }
214 |
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/Assets/FXAA/Scripts/FXAA.cs:
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1 |
2 | using System;
3 | using UnityEngine;
4 |
5 | [ExecuteInEditMode]
6 | [RequireComponent( typeof( Camera ) )]
7 | [AddComponentMenu( "Image Effects/FXAA" )]
8 | public class FXAA : FXAAPostEffectsBase
9 | {
10 | private Shader shader;
11 | private Material mat;
12 |
13 | void CreateMaterials ()
14 | {
15 | if ( mat == null )
16 | mat = CheckShaderAndCreateMaterial( shader, mat );
17 | }
18 |
19 | void Start()
20 | {
21 | shader = Shader.Find( "Hidden/FXAA3" );
22 | CreateMaterials();
23 | CheckSupport( false );
24 | }
25 |
26 | public void OnRenderImage( RenderTexture source, RenderTexture destination )
27 | {
28 | CreateMaterials();
29 |
30 | float rcpWidth = 1.0f / Screen.width;
31 | float rcpHeight = 1.0f / Screen.height;
32 |
33 | mat.SetVector( "_rcpFrame", new Vector4( rcpWidth, rcpHeight, 0, 0 ) );
34 | mat.SetVector( "_rcpFrameOpt", new Vector4( rcpWidth * 2, rcpHeight * 2, rcpWidth * 0.5f, rcpHeight * 0.5f ) );
35 |
36 | Graphics.Blit( source, destination, mat );
37 | }
38 | }
39 |
40 |
41 |
42 |
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/Assets/FXAA/Scripts/FXAAPostEffectsBase.cs:
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1 |
2 | using UnityEngine;
3 |
4 | [ExecuteInEditMode]
5 | [RequireComponent( typeof( Camera ) )]
6 | public class FXAAPostEffectsBase : MonoBehaviour
7 | {
8 | protected bool supportHDRTextures = true;
9 | protected bool isSupported = true;
10 |
11 | public Material CheckShaderAndCreateMaterial (Shader s, Material m2Create) {
12 | if (!s) {
13 | Debug.Log("Missing shader in " + this.ToString ());
14 | enabled = false;
15 | return null;
16 | }
17 |
18 | if (s.isSupported && m2Create && m2Create.shader == s)
19 | return m2Create;
20 |
21 | if (!s.isSupported) {
22 | NotSupported ();
23 | Debug.LogError("The shader " + s.ToString() + " on effect "+this.ToString()+" is not supported on this platform!");
24 | return null;
25 | }
26 | else {
27 | m2Create = new Material (s);
28 | m2Create.hideFlags = HideFlags.DontSave;
29 | if (m2Create)
30 | return m2Create;
31 | else return null;
32 | }
33 | }
34 |
35 | Material CreateMaterial (Shader s, Material m2Create) {
36 | if (!s) {
37 | Debug.Log ("Missing shader in " + this.ToString ());
38 | return null;
39 | }
40 |
41 | if (m2Create && (m2Create.shader == s) && (s.isSupported))
42 | return m2Create;
43 |
44 | if (!s.isSupported) {
45 | return null;
46 | }
47 | else {
48 | m2Create = new Material (s);
49 | m2Create.hideFlags = HideFlags.DontSave;
50 | if (m2Create)
51 | return m2Create;
52 | else return null;
53 | }
54 | }
55 |
56 | void OnEnable() {
57 | isSupported = true;
58 | }
59 |
60 | // deprecated but needed for old effects to survive upgrade
61 | bool CheckSupport () {
62 | return CheckSupport (false);
63 | }
64 |
65 | bool CheckResources () {
66 | Debug.LogWarning ("CheckResources () for " + this.ToString() + " should be overwritten.");
67 | return isSupported;
68 | }
69 |
70 | void Start () {
71 | CheckResources ();
72 | }
73 |
74 | public bool CheckSupport (bool needDepth) {
75 | isSupported = true;
76 | supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf);
77 |
78 | #if UNITY_5_5_OR_NEWER
79 | if (!SystemInfo.supportsImageEffects) {
80 | NotSupported ();
81 | return false;
82 | }
83 | #else
84 | if( !SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures )
85 | {
86 | NotSupported();
87 | return false;
88 | }
89 | #endif
90 |
91 | if( needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) {
92 | NotSupported ();
93 | return false;
94 | }
95 |
96 | if(needDepth)
97 | GetComponent().depthTextureMode |= DepthTextureMode.Depth;
98 |
99 | return true;
100 | }
101 |
102 | bool CheckSupport (bool needDepth, bool needHdr) {
103 | if(!CheckSupport(needDepth))
104 | return false;
105 |
106 | if(needHdr && !supportHDRTextures) {
107 | NotSupported ();
108 | return false;
109 | }
110 |
111 | return true;
112 | }
113 |
114 | void ReportAutoDisable () {
115 | Debug.LogWarning ("The image effect " + this.ToString() + " has been disabled as it's not supported on the current platform.");
116 | }
117 |
118 | // deprecated but needed for old effects to survive upgrading
119 | bool CheckShader (Shader s) {
120 | Debug.Log("The shader " + s.ToString () + " on effect "+ this.ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package.");
121 | if (!s.isSupported) {
122 | NotSupported ();
123 | return false;
124 | }
125 | else {
126 | return false;
127 | }
128 | }
129 |
130 | void NotSupported () {
131 | enabled = false;
132 | isSupported = false;
133 | return;
134 | }
135 |
136 | void DrawBorder (RenderTexture dest, Material material) {
137 | float x1, x2, y1, y2;
138 |
139 | RenderTexture.active = dest;
140 | bool invertY = true; // source.texelSize.y < 0.0f;
141 | // Set up the simple Matrix
142 | GL.PushMatrix();
143 | GL.LoadOrtho();
144 |
145 | for (int i = 0; i < material.passCount; i++)
146 | {
147 | material.SetPass(i);
148 |
149 | float y1_, y2_;
150 | if (invertY)
151 | {
152 | y1_ = 1.0f; y2_ = 0.0f;
153 | }
154 | else
155 | {
156 | y1_ = 0.0f; y2_ = 1.0f;
157 | }
158 |
159 | // left
160 | x1 = 0.0f;
161 | x2 = 0.0f + 1.0f/(dest.width*1.0f);
162 | y1 = 0.0f;
163 | y2 = 1.0f;
164 | GL.Begin(GL.QUADS);
165 |
166 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
167 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
168 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
169 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
170 |
171 | // right
172 | x1 = 1.0f - 1.0f/(dest.width*1.0f);
173 | x2 = 1.0f;
174 | y1 = 0.0f;
175 | y2 = 1.0f;
176 |
177 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
178 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
179 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
180 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
181 |
182 | // top
183 | x1 = 0.0f;
184 | x2 = 1.0f;
185 | y1 = 0.0f;
186 | y2 = 0.0f + 1.0f/(dest.height*1.0f);
187 |
188 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
189 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
190 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
191 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
192 |
193 | // bottom
194 | x1 = 0.0f;
195 | x2 = 1.0f;
196 | y1 = 1.0f - 1.0f/(dest.height*1.0f);
197 | y2 = 1.0f;
198 |
199 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
200 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
201 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
202 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
203 |
204 | GL.End();
205 | }
206 |
207 | GL.PopMatrix();
208 | }
209 | }
210 |
--------------------------------------------------------------------------------
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1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 |
4 | Shader "Hidden/FXAA3" {
5 | Properties {
6 | _MainTex ("Base (RGB)", 2D) = "white" {}
7 | }
8 | SubShader {
9 | Pass {
10 | ZTest Always Cull Off ZWrite Off
11 | Fog { Mode off }
12 |
13 | CGPROGRAM
14 | #pragma vertex vert
15 | #pragma fragment frag
16 | #pragma fragmentoption ARB_precision_hint_fastest
17 | #pragma target 3.0
18 | #pragma glsl
19 |
20 | #include "UnityCG.cginc"
21 |
22 | #define FXAA_PC
23 | #define FXAA_HLSL_3
24 | #define FXAA_EARLY_EXIT 0
25 | #include "Fxaa3_9.cginc"
26 |
27 | uniform sampler2D _MainTex;
28 | uniform float4 _MainTex_TexelSize;
29 | uniform float4 _rcpFrame;
30 | uniform float4 _rcpFrameOpt;
31 |
32 | struct v2f {
33 | float4 pos : POSITION;
34 | float2 uv : TEXCOORD0;
35 | float4 uvAux : TEXCOORD1;
36 | };
37 |
38 | v2f vert( appdata_img v )
39 | {
40 | v2f o;
41 | o.pos = UnityObjectToClipPos (v.vertex);
42 |
43 | float2 uv = v.texcoord.xy;
44 | o.uv = uv;
45 |
46 | #if SHADER_API_D3D9
47 | o.uv.y += _MainTex_TexelSize.y;
48 | #endif
49 |
50 | o.uvAux.xy = uv + float2( -_MainTex_TexelSize.x, +_MainTex_TexelSize.y ) * 0.5f;
51 | o.uvAux.zw = uv + float2( +_MainTex_TexelSize.x, -_MainTex_TexelSize.y ) * 0.5f;
52 |
53 | #if SHADER_API_D3D9
54 | if ( _MainTex_TexelSize.y < 0 )
55 | uv.y = 1 - uv.y;
56 | #endif
57 |
58 | return o;
59 | }
60 |
61 | half4 frag (v2f i) : COLOR
62 | {
63 | return FxaaPixelShader_Quality(
64 | i.uv,
65 | i.uvAux,
66 | _MainTex,
67 | _rcpFrame.xy,
68 | _rcpFrameOpt );
69 | }
70 | ENDCG
71 | }
72 | }
73 |
74 | Fallback off
75 |
76 | }
77 |
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60 | - _DetailNormalMapScale: 1
61 | - _DstBlend: 0
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63 | - _Glossiness: 0.5
64 | - _GlossyReflections: 1
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/Assets/Scripts/GameManager.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using Network;
5 |
6 | public class GameManager : MonoBehaviour {
7 | [Header("Lobby Refs")]
8 | public GameObject lobbyCam;
9 |
10 | [Header("Game Refs")]
11 | public Transform spawnPoint;
12 |
13 | void Start() {
14 | NetworkManager.Instance.onConnected.AddListener(() => {
15 | NetworkManager.Instance.Log("Connected.");
16 | NetworkManager.Instance.Log("Creating Player...");
17 |
18 | lobbyCam.SetActive(false);
19 |
20 | // Spawn next to the previous player
21 | Vector3 newPos = new Vector3(
22 | spawnPoint.position.x + (NetworkManager.Instance.clientID * 10),
23 | spawnPoint.position.y,
24 | spawnPoint.position.z
25 | );
26 | NetworkManager.Instance.Instantiate(InstantiateType.Player, newPos, spawnPoint.rotation);
27 | });
28 | }
29 | }
30 |
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/Assets/Scripts/Network/ByteIO.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace Network {
5 | public static class ByteIO {
6 | // Write Int32 into specified offset
7 | public static void WriteInt(ref byte[] data, int offset, int variable) {
8 | Buffer.BlockCopy(BitConverter.GetBytes(variable), 0, data, offset, sizeof(int));
9 | }
10 |
11 | // Write Float into specified offset
12 | public static void WriteFloat(ref byte[] data, int offset, float variable) {
13 | Buffer.BlockCopy(BitConverter.GetBytes(variable), 0, data, offset, sizeof(float));
14 | }
15 |
16 | // Write Vector2 into specified offset
17 | public static void WriteVector2(ref byte[] data, int offset, Vector2 vector) {
18 | Buffer.BlockCopy(BitConverter.GetBytes(vector.x), 0, data, offset + sizeof(float) * 0, sizeof(float));
19 | Buffer.BlockCopy(BitConverter.GetBytes(vector.y), 0, data, offset + sizeof(float) * 1, sizeof(float));
20 | }
21 |
22 | // Write Vector3 into specified offset
23 | public static void WriteVector3(ref byte[] data, int offset, Vector3 vector) {
24 | Buffer.BlockCopy(BitConverter.GetBytes(vector.x), 0, data, offset + sizeof(float) * 0, sizeof(float));
25 | Buffer.BlockCopy(BitConverter.GetBytes(vector.y), 0, data, offset + sizeof(float) * 1, sizeof(float));
26 | Buffer.BlockCopy(BitConverter.GetBytes(vector.z), 0, data, offset + sizeof(float) * 2, sizeof(float));
27 | }
28 |
29 | // Write Quaternion into specified offset
30 | public static void WriteQuaternion(ref byte[] data, int offset, Quaternion quaternion) {
31 | Buffer.BlockCopy(BitConverter.GetBytes(quaternion.x), 0, data, offset + sizeof(float) * 0, sizeof(float));
32 | Buffer.BlockCopy(BitConverter.GetBytes(quaternion.y), 0, data, offset + sizeof(float) * 1, sizeof(float));
33 | Buffer.BlockCopy(BitConverter.GetBytes(quaternion.z), 0, data, offset + sizeof(float) * 2, sizeof(float));
34 | Buffer.BlockCopy(BitConverter.GetBytes(quaternion.w), 0, data, offset + sizeof(float) * 3, sizeof(float));
35 | }
36 |
37 | // Write byte[] into specified offset
38 | public static void WriteBytes(ref byte[] data, int offset, byte[] byteArray) {
39 | for(int i = 0; i < byteArray.Length; i++) {
40 | data[i + offset] = byteArray[i];
41 | }
42 | }
43 |
44 | // Write byte into specified offset
45 | public static void WriteByte(ref byte[] data, int offset, byte b) {
46 | data[offset] = b;
47 | }
48 |
49 | // Read Int32 from specified offset
50 | public static int ReadInt(ref byte[] data, int offset) {
51 | return BitConverter.ToInt32(data, offset);
52 | }
53 |
54 | // Read Float from specified offset
55 | public static float ReadFloat(ref byte[] data, int offset) {
56 | return BitConverter.ToSingle(data, offset);
57 | }
58 |
59 | // Read Vector2 from specified offset
60 | public static Vector2 ReadVector2(ref byte[] data, int offset) {
61 | return new Vector2(
62 | BitConverter.ToSingle(data, offset + sizeof(float) * 0),
63 | BitConverter.ToSingle(data, offset + sizeof(float) * 1)
64 | );
65 | }
66 |
67 | // Read Vector3 from specified offset
68 | public static Vector3 ReadVector3(ref byte[] data, int offset) {
69 | return new Vector3(
70 | BitConverter.ToSingle(data, offset + sizeof(float) * 0),
71 | BitConverter.ToSingle(data, offset + sizeof(float) * 1),
72 | BitConverter.ToSingle(data, offset + sizeof(float) * 2)
73 | );
74 | }
75 |
76 | // Read Quaternion from specified offset
77 | public static Quaternion ReadQuaternion(ref byte[] data, int offset) {
78 | return new Quaternion(
79 | BitConverter.ToSingle(data, offset + sizeof(float) * 0),
80 | BitConverter.ToSingle(data, offset + sizeof(float) * 1),
81 | BitConverter.ToSingle(data, offset + sizeof(float) * 2),
82 | BitConverter.ToSingle(data, offset + sizeof(float) * 3)
83 | );
84 | }
85 |
86 | // Read byte[] from specified offset
87 | public static byte[] ReadBytes(ref byte[] data, int offset, int length) {
88 | byte[] result = new byte[length];
89 |
90 | for(int i = 0; i < result.Length; i++) {
91 | result[i] = data[offset + i];
92 | }
93 |
94 | return result;
95 | }
96 |
97 | // Read byte from specified offset
98 | public static byte ReadByte(ref byte[] data, int offset) {
99 | return data[offset];
100 | }
101 |
102 | // API with Cursors
103 | public static void WriteInt(ref int cursor, ref byte[] data, int variable) {
104 | WriteInt(ref data, cursor, variable);
105 | cursor += sizeof(int);
106 | }
107 |
108 | public static void WriteFloat(ref int cursor, ref byte[] data, float variable) {
109 | WriteFloat(ref data, cursor, variable);
110 | cursor += sizeof(float);
111 | }
112 |
113 | public static void WriteVector2(ref int cursor, ref byte[] data, Vector2 vector) {
114 | WriteVector2(ref data, cursor, vector);
115 | cursor += sizeof(float) * 2;
116 | }
117 |
118 | public static void WriteVector3(ref int cursor, ref byte[] data, Vector3 vector) {
119 | WriteVector3(ref data, cursor, vector);
120 | cursor += sizeof(float) * 3;
121 | }
122 |
123 | public static void WriteQuaternion(ref int cursor, ref byte[] data, Quaternion quaternion) {
124 | WriteQuaternion(ref data, cursor, quaternion);
125 | cursor += sizeof(float) * 4;
126 | }
127 |
128 | public static void WriteBytes(ref int cursor, ref byte[] data, byte[] byteArray) {
129 | WriteBytes(ref data, cursor, byteArray);
130 | cursor += byteArray.Length;
131 | }
132 |
133 | public static void WriteByte(ref int cursor, ref byte[] data, byte b) {
134 | WriteByte(ref data, cursor, b);
135 | cursor++;
136 | }
137 |
138 | public static int ReadInt(ref int cursor, ref byte[] data) {
139 | int value = ReadInt(ref data, cursor);
140 | cursor += sizeof(int);
141 | return value;
142 | }
143 |
144 | public static float ReadFloat(ref int cursor, ref byte[] data) {
145 | float value = ReadFloat(ref data, cursor);
146 | cursor += sizeof(float);
147 | return value;
148 | }
149 |
150 | public static Vector2 ReadVector2(ref int cursor, ref byte[] data) {
151 | Vector2 value = ReadVector2(ref data, cursor);
152 | cursor += sizeof(float) * 2;
153 | return value;
154 | }
155 |
156 | public static Vector3 ReadVector3(ref int cursor, ref byte[] data) {
157 | Vector3 value = ReadVector3(ref data, cursor);
158 | cursor += sizeof(float) * 3;
159 | return value;
160 | }
161 |
162 | public static Quaternion ReadQuaternion(ref int cursor, ref byte[] data) {
163 | Quaternion value = ReadQuaternion(ref data, cursor);
164 | cursor += sizeof(float) * 4;
165 | return value;
166 | }
167 |
168 | public static byte[] ReadBytes(ref int cursor, ref byte[] data, int length) {
169 | byte[] value = ReadBytes(ref data, cursor, length);
170 | cursor += length;
171 | return value;
172 | }
173 |
174 | public static byte ReadByte(ref int cursor, ref byte[] data) {
175 | byte value = ReadByte(ref data, cursor);
176 | cursor++;
177 | return value;
178 | }
179 | }
180 | }
181 |
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/Assets/Scripts/Network/ByteReader.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace Network {
5 | public class ByteReader: ICursor {
6 | private int m_Cursor = 0;
7 | private byte[] m_DataSource;
8 |
9 | public int Cursor {
10 | get {
11 | return m_Cursor;
12 | }
13 | }
14 |
15 | public byte[] DataSource {
16 | get {
17 | return m_DataSource;
18 | }
19 | }
20 |
21 | public ByteReader(byte[] dataSource, int initOffset = 0) {
22 | this.m_DataSource = dataSource;
23 | this.m_Cursor = initOffset;
24 | }
25 |
26 | public void ResetCursor () {
27 | m_Cursor = 0;
28 | }
29 |
30 | public void MoveCursor(int offset) {
31 | m_Cursor = offset;
32 | }
33 |
34 | // Read Int32
35 | public int ReadInt() {
36 | var value = BitConverter.ToInt32(m_DataSource, m_Cursor);
37 | m_Cursor += sizeof(int);
38 | return value;
39 | }
40 |
41 | // Read Float
42 | public float ReadFloat() {
43 | var value = BitConverter.ToSingle(m_DataSource, m_Cursor);
44 | m_Cursor += sizeof(float);
45 | return value;
46 | }
47 |
48 | // Read Vector2
49 | public Vector2 ReadVector2() {
50 | var value = new Vector2(
51 | BitConverter.ToSingle(m_DataSource, m_Cursor + sizeof(float) * 0),
52 | BitConverter.ToSingle(m_DataSource, m_Cursor + sizeof(float) * 1)
53 | );
54 |
55 | m_Cursor += sizeof(float) * 2;
56 |
57 | return value;
58 | }
59 |
60 | // Read Vector3
61 | public Vector3 ReadVector3() {
62 | var value = new Vector3(
63 | BitConverter.ToSingle(m_DataSource, m_Cursor + sizeof(float) * 0),
64 | BitConverter.ToSingle(m_DataSource, m_Cursor + sizeof(float) * 1),
65 | BitConverter.ToSingle(m_DataSource, m_Cursor + sizeof(float) * 2)
66 | );
67 |
68 | m_Cursor += sizeof(float) * 3;
69 |
70 | return value;
71 | }
72 |
73 | // Read Quaternion
74 | public Quaternion ReadQuaternion() {
75 | var value = new Quaternion(
76 | BitConverter.ToSingle(m_DataSource, m_Cursor + sizeof(float) * 0),
77 | BitConverter.ToSingle(m_DataSource, m_Cursor + sizeof(float) * 1),
78 | BitConverter.ToSingle(m_DataSource, m_Cursor + sizeof(float) * 2),
79 | BitConverter.ToSingle(m_DataSource, m_Cursor + sizeof(float) * 3)
80 | );
81 |
82 | m_Cursor += sizeof(float) * 4;
83 |
84 | return value;
85 | }
86 |
87 | // Read byte[]
88 | public byte[] ReadBytes(int length) {
89 | byte[] result = new byte[length];
90 |
91 | for(int i = 0; i < result.Length; i++) {
92 | result[i] = m_DataSource[m_Cursor + i];
93 | m_Cursor++;
94 | }
95 |
96 | return result;
97 | }
98 |
99 | // Read byte
100 | public byte ReadByte() {
101 | var value = m_DataSource[m_Cursor];
102 | m_Cursor++;
103 |
104 | return value;
105 | }
106 | }
107 | }
--------------------------------------------------------------------------------
/Assets/Scripts/Network/ByteReader.cs.meta:
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/Assets/Scripts/Network/ByteWriter.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace Network {
5 | public class ByteWriter: ICursor {
6 | private int m_Cursor = 0;
7 | private byte[] m_DataSource;
8 |
9 | public int Cursor {
10 | get {
11 | return m_Cursor;
12 | }
13 | }
14 |
15 | public byte[] DataSource {
16 | get {
17 | return m_DataSource;
18 | }
19 | }
20 |
21 | public ByteWriter(byte[] dataSource, int initOffset = 0) {
22 | this.m_DataSource = dataSource;
23 | this.m_Cursor = initOffset;
24 | }
25 |
26 | public void ResetCursor () {
27 | m_Cursor = 0;
28 | }
29 |
30 | public void MoveCursor(int offset) {
31 | m_Cursor = offset;
32 | }
33 |
34 | // Write Int32
35 | public void WriteInt(int variable) {
36 | Buffer.BlockCopy(BitConverter.GetBytes(variable), 0, m_DataSource, m_Cursor, sizeof(int));
37 | m_Cursor += sizeof(int);
38 | }
39 |
40 | // Write Float
41 | public void WriteFloat(float variable) {
42 | Buffer.BlockCopy(BitConverter.GetBytes(variable), 0, m_DataSource, m_Cursor, sizeof(float));
43 | m_Cursor += sizeof(float);
44 | }
45 |
46 | // Write Vector2
47 | public void WriteVector2(Vector2 vector) {
48 | Buffer.BlockCopy(BitConverter.GetBytes(vector.x), 0, m_DataSource, m_Cursor + sizeof(float) * 0, sizeof(float));
49 | Buffer.BlockCopy(BitConverter.GetBytes(vector.y), 0, m_DataSource, m_Cursor + sizeof(float) * 1, sizeof(float));
50 | m_Cursor += sizeof(float) * 2;
51 | }
52 |
53 | // Write Vector3
54 | public void WriteVector3(Vector3 vector) {
55 | Buffer.BlockCopy(BitConverter.GetBytes(vector.x), 0, m_DataSource, m_Cursor + sizeof(float) * 0, sizeof(float));
56 | Buffer.BlockCopy(BitConverter.GetBytes(vector.y), 0, m_DataSource, m_Cursor + sizeof(float) * 1, sizeof(float));
57 | Buffer.BlockCopy(BitConverter.GetBytes(vector.z), 0, m_DataSource, m_Cursor + sizeof(float) * 2, sizeof(float));
58 | m_Cursor += sizeof(float) * 3;
59 | }
60 |
61 | // Write Quaternion
62 | public void WriteQuaternion(Quaternion quaternion) {
63 | Buffer.BlockCopy(BitConverter.GetBytes(quaternion.x), 0, m_DataSource, m_Cursor + sizeof(float) * 0, sizeof(float));
64 | Buffer.BlockCopy(BitConverter.GetBytes(quaternion.y), 0, m_DataSource, m_Cursor + sizeof(float) * 1, sizeof(float));
65 | Buffer.BlockCopy(BitConverter.GetBytes(quaternion.z), 0, m_DataSource, m_Cursor + sizeof(float) * 2, sizeof(float));
66 | Buffer.BlockCopy(BitConverter.GetBytes(quaternion.w), 0, m_DataSource, m_Cursor + sizeof(float) * 3, sizeof(float));
67 | m_Cursor += sizeof(float) * 4;
68 | }
69 |
70 | // Write byte[]
71 | public void WriteBytes(byte[] byteArray) {
72 | for(int i = 0; i < byteArray.Length; i++) {
73 | m_DataSource[i + m_Cursor] = byteArray[i];
74 | }
75 |
76 | m_Cursor += byteArray.Length;
77 | }
78 |
79 | // Write byte
80 | public void WriteByte(byte b) {
81 | m_DataSource[m_Cursor] = b;
82 | m_Cursor++;
83 | }
84 | }
85 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/Network/ICursor.cs:
--------------------------------------------------------------------------------
1 | namespace Network {
2 | interface ICursor {
3 | int Cursor {
4 | get;
5 | }
6 | byte[] DataSource {
7 | get;
8 | }
9 |
10 | void ResetCursor();
11 | void MoveCursor(int offset);
12 | }
13 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/Network/InstantiateType.cs:
--------------------------------------------------------------------------------
1 | namespace Network {
2 | public enum InstantiateType {
3 | Player = 0
4 | };
5 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/Network/MessageType.cs:
--------------------------------------------------------------------------------
1 | namespace Network {
2 | public enum MessageType {
3 | AssignID = 0,
4 | ClientRequestObjectSync = 10,
5 | ServerRequestObjectSync = 11,
6 | ServerRequestObjectSyncComplete = 12,
7 | Instantiate = 20,
8 | Destroy = 21,
9 | DestroyNetworkObjects = 22,
10 | SyncTransform = 30
11 | }
12 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/Network/NetworkManager.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Net;
5 | using System.Net.Sockets;
6 | using Network;
7 | using UnityEngine;
8 | using UnityEngine.UI;
9 | using UnityEngine.Events;
10 |
11 | public delegate void Task();
12 |
13 | public class NetworkManager : MonoBehaviour {
14 | private static NetworkManager m_Instance;
15 | private static int localIDCounter = 0;
16 | private static int m_BufferSize = 1024;
17 | private Socket m_Socket;
18 | private bool m_Active = false;
19 | private List m_NetworkObjects = new List();
20 | private byte[] m_Buffer = new byte[m_BufferSize];
21 |
22 | [Header("Network Settings")]
23 | public string ipAddress = "127.0.0.1";
24 | public const int port = 1337;
25 | public int clientID;
26 | public bool Active {
27 | get {
28 | return m_Active;
29 | }
30 | set {
31 | m_Active = value;
32 | }
33 | }
34 | public static NetworkManager Instance {
35 | get {
36 | return m_Instance;
37 | }
38 | }
39 | public Socket Socket {
40 | get {
41 | return m_Socket;
42 | }
43 | }
44 | public List NetworkObjects {
45 | get {
46 | return m_NetworkObjects;
47 | }
48 | }
49 |
50 | [Header("Network Prefabs")]
51 | public GameObject playerPrefab;
52 |
53 | [HideInInspector]
54 | public UnityEvent onConnected;
55 | public UnityEvent onObjectSync;
56 |
57 | [Header("Object Refs")]
58 | public Text logText;
59 |
60 | // For safe multithreading works...
61 | private Queue m_TaskQueue = new Queue();
62 | private object m_QueueLock = new object();
63 |
64 | public static int AssignLocalID() {
65 | return localIDCounter++;
66 | }
67 |
68 | void Awake() {
69 | if(onConnected == null) {
70 | onConnected = new UnityEvent();
71 | }
72 | if(onObjectSync == null) {
73 | onObjectSync = new UnityEvent();
74 | }
75 |
76 | m_Instance = this;
77 | }
78 |
79 | IEnumerator Start() {
80 | // Give Some delays to other GameObject can set Event handlers
81 | yield return new WaitForSecondsRealtime(1f);
82 |
83 | InitializeSocket();
84 | Connect();
85 | }
86 |
87 | public void Log(string message) {
88 | ScheduleTask(new Task(delegate {
89 | logText.text += "\n" + message;
90 | }));
91 | }
92 |
93 | void InitializeSocket() {
94 | m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
95 | m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.SendTimeout, 10000);
96 | m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 10000);
97 | }
98 |
99 | void Connect() {
100 | try {
101 | Log("Waiting for a connection...");
102 |
103 | IPAddress ipAddr = IPAddress.Parse(ipAddress);
104 | m_Socket.BeginConnect(ipAddr, port, HandleConnected, null);
105 | }
106 | catch(SocketException e) {
107 | Log("Failed to connect: " + e.ToString());
108 | }
109 | }
110 |
111 | void HandleConnected(IAsyncResult result) {
112 | m_Socket.EndConnect(result);
113 | m_Socket.NoDelay = true;
114 |
115 | Log("Connected");
116 |
117 | ScheduleTask(new Task(delegate {
118 | onConnected.Invoke();
119 | }));
120 |
121 | ReceiveData();
122 | }
123 |
124 | void ReceiveData() {
125 | m_Socket.BeginReceive(m_Buffer, 0, m_BufferSize, SocketFlags.None, HandleReceiveData, null);
126 | }
127 |
128 | void HandleReceiveData(IAsyncResult result) {
129 | m_Socket.EndReceive(result);
130 |
131 | ByteReader byteReader = new ByteReader(m_Buffer);
132 | MessageType messageType = (MessageType) byteReader.ReadByte();
133 |
134 | if(messageType != MessageType.SyncTransform) {
135 | Log("Message Type: " + messageType);
136 | }
137 |
138 | // Handle Messsage
139 | DispatchMessage(m_Buffer);
140 |
141 | // Receive Again
142 | ReceiveData();
143 | }
144 |
145 | void DispatchMessage(byte[] data) {
146 | ByteReader byteReader = new ByteReader(data);
147 | MessageType messageType = (MessageType) byteReader.ReadByte();
148 | byteReader.ReadInt(); // ClientID
149 | byteReader.ReadInt(); // LocalID
150 |
151 | if(messageType != MessageType.SyncTransform) {
152 | Log("Receive Message");
153 | Log("MessageType: " + messageType);
154 | }
155 |
156 | // Prevent reference changes
157 | byte[] clonedData = (byte[]) data.Clone();
158 |
159 | // Dispatch
160 | switch(messageType) {
161 | case MessageType.AssignID:
162 | SetClientID(clonedData);
163 | RequestSyncNetworkObjects();
164 | break;
165 | case MessageType.ServerRequestObjectSync:
166 | ScheduleTask(new Task(delegate {
167 | CreateNetworkObject(clonedData);
168 | }));
169 | break;
170 | case MessageType.ServerRequestObjectSyncComplete:
171 | HandleNetworkObjectSyncComplete(clonedData);
172 | break;
173 | case MessageType.DestroyNetworkObjects:
174 | ScheduleTask(new Task(delegate {
175 | DestroyNetworkObjects(clonedData);
176 | }));
177 | break;
178 | case MessageType.Instantiate:
179 | ScheduleTask(new Task(delegate {
180 | HandleInstantiate(clonedData);
181 | }));
182 | break;
183 | case MessageType.SyncTransform:
184 | ScheduleTask(new Task(delegate {
185 | HandleSyncTransform(clonedData);
186 | }));
187 | break;
188 | default:
189 | throw new System.InvalidOperationException("Unknown MessageType " + messageType);
190 | }
191 | }
192 |
193 | void SetClientID(byte[] data) {
194 | ByteReader byteReader = new ByteReader(data);
195 | byteReader.ReadByte(); // MessageType
196 | this.clientID = byteReader.ReadInt();
197 |
198 | Log("Received ClientID: " + clientID);
199 | }
200 |
201 | void RequestSyncNetworkObjects() {
202 | Log("Request Server to Synchronize Network Objects");
203 | SendMessage(MessageType.ClientRequestObjectSync);
204 | }
205 |
206 | void CreateNetworkObject(byte[] data) {
207 | ByteReader byteReader = new ByteReader(data);
208 | byteReader.ReadByte();
209 | int clientID = byteReader.ReadInt();
210 | int localID = byteReader.ReadInt();
211 | InstantiateType instanceType = (InstantiateType) byteReader.ReadByte();
212 | Vector3 position = byteReader.ReadVector3();
213 | Quaternion rotation = byteReader.ReadQuaternion();
214 |
215 | Log(string.Format("Instantiate Object: {0} {1} {2}", instanceType, clientID, localID));
216 | InstantiateFromNetwork(instanceType, clientID, localID, position, rotation);
217 | }
218 |
219 | void HandleNetworkObjectSyncComplete(byte[] data) {
220 | Log("All Network Objects synchornized.");
221 |
222 | ScheduleTask(new Task(delegate {
223 | onObjectSync.Invoke();
224 | }));
225 | }
226 |
227 | void DestroyNetworkObjects(byte[] data) {
228 | ByteReader byteReader = new ByteReader(data);
229 | byteReader.ReadByte(); // MessageType
230 | int clientID = byteReader.ReadInt();
231 |
232 | for(int i = m_NetworkObjects.Count - 1; i >= 0; i--) {
233 | if(m_NetworkObjects[i].clientID == clientID) {
234 | Destroy(m_NetworkObjects[i].gameObject);
235 | m_NetworkObjects.RemoveAt(i);
236 | }
237 | }
238 | }
239 |
240 | void HandleInstantiate(byte[] data) {
241 | ByteReader byteReader = new ByteReader(data);
242 | byteReader.ReadByte(); // MessageType
243 | int clientID = byteReader.ReadInt();
244 | int localID = byteReader.ReadInt();
245 | InstantiateType instanceType = (InstantiateType) byteReader.ReadByte();
246 | Vector3 spawnPos = byteReader.ReadVector3();
247 | Quaternion spawnRot = byteReader.ReadQuaternion();
248 |
249 | InstantiateFromNetwork(instanceType, clientID, localID, spawnPos, spawnRot);
250 | }
251 |
252 | GameObject GetPrefab(InstantiateType type) {
253 | switch(type) {
254 | case InstantiateType.Player:
255 | return playerPrefab;
256 | default:
257 | throw new System.InvalidOperationException("Unknown InstantiateType " + type);
258 | }
259 | }
260 |
261 | public void SendMessage(MessageType messageType, byte[] data = null) {
262 | // Check empty data
263 | if(data == null) {
264 | data = new byte[0];
265 | }
266 |
267 | // Byte Order
268 | // byte MessageType
269 | // byte[] data
270 | byte[] sendingData = new byte[sizeof(byte) + sizeof(int) + data.Length];
271 | ByteWriter byteWriter = new ByteWriter(sendingData);
272 | byteWriter.WriteByte((byte) messageType);
273 | byteWriter.WriteInt(clientID);
274 | byteWriter.WriteBytes(data);
275 |
276 | m_Socket.BeginSend(sendingData, 0, sendingData.Length, SocketFlags.None, HandleSendDone, null);
277 | }
278 |
279 | void HandleSendDone(IAsyncResult result) {
280 | m_Socket.EndSend(result);
281 | }
282 |
283 | public GameObject Instantiate(InstantiateType instantiateType, Vector3 spawnPos, Quaternion spawnRot) {
284 | // Byte Order
285 | // int localID
286 | // Vector3 instantiateType
287 | // Vecotr3 spawnPos
288 | // Quaternion spawnRot
289 | byte[] sendingData = new byte[sizeof(int) + sizeof(byte) + sizeof(float) * 7];
290 | ByteWriter byteWriter = new ByteWriter(sendingData);
291 | byteWriter.WriteInt(localIDCounter);
292 | byteWriter.WriteByte((byte) instantiateType);
293 | byteWriter.WriteVector3(spawnPos);
294 | byteWriter.WriteQuaternion(spawnRot);
295 |
296 | Log("Instantiating Object...");
297 | Log("Assigned LocalID: " + (localIDCounter));
298 |
299 | SendMessage(MessageType.Instantiate, sendingData);
300 |
301 | // Actual instantiate from Unity
302 | GameObject instance = GameObject.Instantiate(GetPrefab(instantiateType), spawnPos, spawnRot);
303 | NetworkObject networkObject = instance.GetComponent();
304 |
305 | if(networkObject == null) {
306 | throw new System.NullReferenceException("Object must have NetworkObject Component.");
307 | }
308 |
309 | networkObject.clientID = clientID;
310 | networkObject.isLocal = true;
311 | networkObject.localID = localIDCounter;
312 |
313 | m_NetworkObjects.Add(networkObject);
314 |
315 | // Increase LocalID Counter
316 | localIDCounter++;
317 |
318 | return instance;
319 | }
320 |
321 | GameObject InstantiateFromNetwork(InstantiateType instantiateType, int clientID, int localID, Vector3 spawnPos, Quaternion spawnRot) {
322 | GameObject instance = GameObject.Instantiate(GetPrefab(instantiateType), spawnPos, spawnRot);
323 | NetworkObject networkObject = instance.GetComponent();
324 |
325 | if(networkObject == null) {
326 | throw new System.NullReferenceException("Object must have NetworkObject Component.");
327 | }
328 |
329 | networkObject.isLocal = false;
330 | networkObject.clientID = clientID;
331 | networkObject.localID = localID;
332 |
333 | m_NetworkObjects.Add(networkObject);
334 |
335 | return instance;
336 | }
337 |
338 | void HandleSyncTransform(byte[] data) {
339 | ByteReader byteReader = new ByteReader(data);
340 | byteReader.ReadByte();
341 | int cid = byteReader.ReadInt();
342 | int lid = byteReader.ReadInt();
343 |
344 | foreach(NetworkObject networkObject in m_NetworkObjects) {
345 | if(networkObject.clientID == cid && networkObject.localID == lid) {
346 | networkObject.ReceiveBytes(data);
347 | break;
348 | }
349 | }
350 | }
351 |
352 | void OnApplicationQuit() {
353 | if(m_Socket != null) {
354 | m_Socket.Close();
355 | m_Socket = null;
356 | }
357 | }
358 |
359 | void Update() {
360 | lock(m_QueueLock) {
361 | if(m_TaskQueue.Count > 0) {
362 | Task m_Task = m_TaskQueue.Dequeue();
363 | m_Task();
364 | }
365 | }
366 | }
367 |
368 | void ScheduleTask(Task newTask) {
369 | lock(m_QueueLock) {
370 | if(m_TaskQueue.Count < 100) {
371 | m_TaskQueue.Enqueue(newTask);
372 | }
373 | }
374 | }
375 | }
376 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Network/NetworkObject.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using UnityEngine.Events;
4 | using System.Collections;
5 | using System.Net.Sockets;
6 | using Network;
7 |
8 | public class NetworkEvent: UnityEvent {}
9 |
10 | public class NetworkObject : MonoBehaviour {
11 | // Expose these values just for debugging purpose
12 | public int clientID;
13 | public int localID;
14 | public float m_SyncRate = 0.1f;
15 | public bool isLocal = false;
16 |
17 | public NetworkEvent onReceivedBytes;
18 | public UnityEvent onSendingBytes;
19 |
20 | void Awake() {
21 | if(onReceivedBytes == null) {
22 | onReceivedBytes = new NetworkEvent();
23 | }
24 | if(onSendingBytes == null) {
25 | onSendingBytes = new UnityEvent();
26 | }
27 | }
28 |
29 | void Start() {
30 | if(!isLocal) return;
31 | StartCoroutine(CoStartSync());
32 | }
33 |
34 | IEnumerator CoStartSync() {
35 | m_SyncRate = Mathf.Max(0.1f, m_SyncRate); // Set minimum sync rate to 0.1 second
36 |
37 | while(true) {
38 | onSendingBytes.Invoke();
39 | yield return new WaitForSecondsRealtime(m_SyncRate);
40 | }
41 | }
42 |
43 | public void SendBytes(MessageType messageType, byte[] data) {
44 | if(data == null) return;
45 | NetworkManager.Instance.SendMessage(messageType, data);
46 | }
47 |
48 | public void ReceiveBytes(byte[] data) {
49 | onReceivedBytes.Invoke(data);
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Player.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using Network;
3 |
4 | public class Player : MonoBehaviour {
5 | private NetworkObject m_NetworkObject;
6 | private Vector3 m_SyncPos;
7 | private Quaternion m_SyncRot;
8 | public float syncSmooth = 10.0f;
9 |
10 | void Start() {
11 | m_NetworkObject = GetComponent();
12 | m_SyncPos = transform.position;
13 | m_SyncRot = transform.rotation;
14 |
15 | m_NetworkObject.onReceivedBytes.AddListener(UpdateTransform);
16 | m_NetworkObject.onSendingBytes.AddListener(SendTransform);
17 |
18 | if(!m_NetworkObject.isLocal) {
19 | WheelCollider[] wheelColliders = GetComponentsInChildren();
20 |
21 | foreach(WheelCollider wheelCollider in wheelColliders) {
22 | Destroy(wheelCollider);
23 | }
24 |
25 | Destroy(GetComponent());
26 | Destroy(GetComponent());
27 | Destroy(transform.Find("Main Camera").gameObject);
28 | }
29 | }
30 |
31 | void FixedUpdate() {
32 | if(m_NetworkObject.isLocal) return;
33 |
34 | transform.position = Vector3.Lerp(transform.position, m_SyncPos, Time.fixedDeltaTime * syncSmooth);
35 | transform.rotation = Quaternion.Lerp(transform.rotation, m_SyncRot, Time.fixedDeltaTime * syncSmooth);
36 | }
37 |
38 | void SendTransform() {
39 | byte[] data = new byte[sizeof(int) + sizeof(float) * 7];
40 | ByteWriter byteWriter = new ByteWriter(data);
41 | byteWriter.WriteInt(m_NetworkObject.localID);
42 | byteWriter.WriteVector3(transform.position);
43 | byteWriter.WriteQuaternion(transform.rotation);
44 |
45 | m_NetworkObject.SendBytes(MessageType.SyncTransform, data);
46 | }
47 |
48 | void UpdateTransform(byte[] data) {
49 | ByteReader byteReader = new ByteReader(data);
50 | byteReader.ReadByte(); // MessageType
51 | byteReader.ReadInt(); // clientID
52 | byteReader.ReadInt(); // localID
53 | m_SyncPos = byteReader.ReadVector3();
54 | m_SyncRot = byteReader.ReadQuaternion();
55 | }
56 | }
57 |
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1 | {
2 | "dependencies": {
3 | "com.unity.ads": "2.0.8",
4 | "com.unity.analytics": "2.0.16",
5 | "com.unity.package-manager-ui": "1.9.11",
6 | "com.unity.purchasing": "2.0.3",
7 | "com.unity.textmeshpro": "1.2.4",
8 | "com.unity.modules.ai": "1.0.0",
9 | "com.unity.modules.animation": "1.0.0",
10 | "com.unity.modules.assetbundle": "1.0.0",
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/readme.md:
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1 | # Unity Multiplayer Example with Node.js
2 | Simple Multiplayer implemenation with Node.js TCP Server. See also [https://github.com/rico345100/nodejs-tcp-server-for-unity](https://github.com/rico345100/nodejs-tcp-server-for-unity).
3 |
4 | ## Requirements
5 | - Unity@2018.2.1f1
6 |
7 | ## Getting Started
8 | You have to run the Node.js Server before game starts.
9 |
10 | 1. Import from Unity 2018.2.1f1
11 | 2. Run Game (or build and Run)
12 |
13 | ## Buy me a coffee!
14 | Donations are big help for me to continue my development!
15 |
16 | [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=PVXTU5FJNBLDS)
17 |
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