From 7f6721d5d1fa7c769d869f7906c590a616a358b6 Mon Sep 17 00:00:00 2001 From: Amy Reeve Date: Thu, 26 Sep 2024 13:08:03 +0100 Subject: [PATCH] Develop into main to update homepage (#1352) Co-authored-by: Gabriel Kwa <118412402+KwaGabriel@users.noreply.github.com> Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com> Co-authored-by: Nicolas PERNOT Co-authored-by: Cristian Mazo --- docusaurus.config.js | 14 +++++----- mppm/about.md | 4 +++ .../play-mode-scenario-window-reference.md | 4 +-- .../play-mode-scenario-req.md | 3 +-- mppm/virtual-players/virtual-players.md | 2 +- mppm_versioned_docs/version-1.0.0/about.md | 3 +++ .../version-1.0.0/troubleshoot/debug-mppm.md | 2 +- src/pages/index.js | 27 ++++++++++++------- src/pages/styles.module.scss | 8 ++++++ transport/workflow-client-server-secure.md | 2 +- transport/workflow-client-server-udp.md | 7 ++--- 11 files changed, 48 insertions(+), 28 deletions(-) diff --git a/docusaurus.config.js b/docusaurus.config.js index b980d5f27..20f607748 100644 --- a/docusaurus.config.js +++ b/docusaurus.config.js @@ -2,7 +2,7 @@ const admonitions = require("./config/admonitions.config.js"); const headTags = require("./config/scripts.config.js"); module.exports = { - title: "Unity Multiplayer Networking", + title: "Unity Multiplayer", tagline: "Build multiplayer games in Unity", url: "https://docs-multiplayer.unity3d.com/", headTags, @@ -87,7 +87,7 @@ module.exports = { ], }, { - title: "Multiplayer Networking", + title: "Multiplayer", items: [ { label: "Licenses", @@ -125,12 +125,12 @@ module.exports = { title: "Contact", items: [ { - label: "Unity Multiplayer Forum", - href: "https://forum.unity.com/forums/multiplayer.26/", + label: "Unity Multiplayer Discussions", + href: "https://discussions.unity.com/lists/multiplayer", }, { - label: "Unity Forums", - href: "https://forum.unity.com/", + label: "Unity Discussions", + href: "https://discussions.unity.com", }, { label: "Discord", @@ -142,7 +142,7 @@ module.exports = { copyright: `© ${new Date().getFullYear()} Unity Technologies`, }, navbar: { - title: "Multiplayer Networking", + title: "Multiplayer", logo: { alt: "Unity", src: "img/logo.png", diff --git a/mppm/about.md b/mppm/about.md index 6af01c9aa..a00d7fd63 100644 --- a/mppm/about.md +++ b/mppm/about.md @@ -14,6 +14,10 @@ Multiplayer Play Mode version 1.1.0 is compatible with Unity Editor versions 600 Multiplayer Play Mode version 1.1.0 is compatible with Unity Editor versions 6000.0.3f1 or later. +## Compatibility + +Multiplayer Play Mode version 1.1.0 is compatible with Unity Editor versions 6000.0.3f1 or later. + ## Multiplayer Play Mode terminology The following have specific meaning in relation to Multiplayer Play Mode: diff --git a/mppm/mppm-reference/play-mode-scenario-window-reference.md b/mppm/mppm-reference/play-mode-scenario-window-reference.md index 32c9c93ea..eeeee0b21 100644 --- a/mppm/mppm-reference/play-mode-scenario-window-reference.md +++ b/mppm/mppm-reference/play-mode-scenario-window-reference.md @@ -17,8 +17,7 @@ You can change the Multiplayer Role in the **File** > **Build Profiles** window. |Additional Editor Instances|||A [virtual player](https://docs-multiplayer.unity3d.com/mppm/current/virtual-players/) that exists in the Unity Editor.| ||Name||The name for this additional Editor instance that appears in the [Play Mode status window](play-mode-scenario-window-reference.md). | ||Multiplayer Role||The [Multiplayer Role](https://docs.unity3d.com/Packages/com.unity.dedicated-server@1.3/manual/multiplayer-roles.html) that this instance uses. Unity uses this Multiplayer Role and ignores the Multiplayer Role you assign in the Project Settings window. This property appears when the [Dedicated Server package](https://docs.unity3d.com/Packages/com.unity.dedicated-server@1.3/manual/index.html) exists in your project| -||Tag||One or more reference words that you can use in a script to assign the main Editor Player to a certain behavior. -To control whether a player exists on the client or server, use the **Multiplayer Role** property.| +||Tag||One or more reference words that you can use in a script to assign the main Editor Player to a certain behavior.
To control whether a player exists on the client or server, use the **Multiplayer Role** property.| |Local Instances|||Instances of this project that run on your local machine.| ||Name||The name of this instance that appears in the [Play Mode status window](play-mode-scenario-window-reference.md).| ||Build Profile||The [Build Profile](https://docs.unity3d.com/6000.0/Documentation/Manual/build-profiles.html) that this instance uses. When you build on a Windows device, select the Windows platform. When you build on a MacOS device, select the MacOS platform.| @@ -29,6 +28,7 @@ To control whether a player exists on the client or server, use the **Multiplaye |||Arguments|The [UGS launch parameters](https://docs.unity.com/ugs/manual/game-server-hosting/manual/concepts/launch-parameters) that modify this instance.| |Remote Instances|||Instances that exist in the [Unity Cloud](https://docs.unity.com/cloud/en-us) and use [Unity Gaming Services (UGS) Multiplay Hosting](https://docs.unity.com/ugs/en-us/manual/game-server-hosting/manual/welcome-to-multiplay).| ||Name||The name of this instance that appears in the [Play Mode status window](play-mode-scenario-window-reference.md).| +||Identifier||The label, in a string, that determines the name of the Multiplay build, fleet, and server. This string field uses the format `CreatedFromTheUnityEditor-[identifier]-[username]`. Don't use any special characters.| ||Multiplayer Role||The [Multiplayer Role](https://docs.unity3d.com/Packages/com.unity.dedicated-server@1.3/manual/multiplayer-roles.html) that this remote instance uses. Unity uses this Multiplayer Role and ignores the Multiplayer Role you assign in the Project Settings window. This property appears when the [Dedicated Server package](https://docs.unity3d.com/Packages/com.unity.dedicated-server@1.3/manual/index.html) exists in your project| ||Advanced Configuration|||Optional properties that you can use to debug and control this remote instance. | |||Fleet Name|The name of the server fleet to display in the Multiplayer Hosting environment. | diff --git a/mppm/play-mode-scenario/play-mode-scenario-req.md b/mppm/play-mode-scenario/play-mode-scenario-req.md index 5799cd649..0358b132a 100644 --- a/mppm/play-mode-scenario/play-mode-scenario-req.md +++ b/mppm/play-mode-scenario/play-mode-scenario-req.md @@ -26,10 +26,9 @@ The Play Mode Scenario window has the following limitations: * You can only run a remote instance on the Linux platform. * You can only run a local instance on Mac, Linux, or Windows platforms. * Play Mode scenarios doesn’t support [Play Mode shortcuts](https://docs.unity3d.com/6000.0/Documentation/Manual/UnityHotkeys.html). -* When you enable [domain reloading](https://docs.unity3d.com/Manual/DomainReloading.html), streaming logs for local instances might stop working. ## Additional resources * [Netcode for Entities Project Setup](https://docs.unity3d.com/Packages/com.unity.netcode@1.0/manual/installation.html) * [Multiplayer Play Mode System requirements and compatibility](sys-req.md) * [Play Mode scenario window reference](mppm-reference/play-mode-scenario-window-reference.md) -* [Create a Play Mode scenario](play-mode-scenario-create.md) \ No newline at end of file +* [Create a Play Mode scenario](play-mode-scenario-create.md) diff --git a/mppm/virtual-players/virtual-players.md b/mppm/virtual-players/virtual-players.md index f4ece7b41..b84feb6f3 100644 --- a/mppm/virtual-players/virtual-players.md +++ b/mppm/virtual-players/virtual-players.md @@ -18,4 +18,4 @@ This section contains the following information: |-|-| | [Activate a Virtual Player](../virtual-players/virtual-players-enable) | Set up Virtual Players. | | [Focus the Multiplayer Play Mode view on a Virtual Player](../virtual-players/virtual-players-focus) | Switch the Multiplayer Play Mode view between Players. | -| [Change the layout of a Virtual Player](../virtual-players/virtual-players-layout)| Control which parts of the [Unity Interface](https://docs.unity3d.com/Manual/UsingTheEditor.html) appear in a Virtual Player. | +| [Change the layout of a Virtual Player](../virtual-players/virtual-players-layout)| Control which parts of the [Unity Interface](https://docs.unity3d.com/Manual/UsingTheEditor.html) appear in a Virtual Player. | \ No newline at end of file diff --git a/mppm_versioned_docs/version-1.0.0/about.md b/mppm_versioned_docs/version-1.0.0/about.md index ca51a09be..96758ca6c 100644 --- a/mppm_versioned_docs/version-1.0.0/about.md +++ b/mppm_versioned_docs/version-1.0.0/about.md @@ -9,6 +9,9 @@ Use Multiplayer Play Mode to test multiplayer functionality within the Unity Edi ## Compatibility Multiplayer Play Mode version 1.0.0 is compatible with Unity Editor versions 6000.0.3f1 or later. +## Compatibility +Multiplayer Play Mode version 1.0.0 is compatible with Unity Editor versions 2023.1 or later. + ## Multiplayer Play Mode terminology The following have specific meaning in relation to Multiplayer Play Mode: diff --git a/mppm_versioned_docs/version-1.0.0/troubleshoot/debug-mppm.md b/mppm_versioned_docs/version-1.0.0/troubleshoot/debug-mppm.md index 12664a997..85dce86dd 100644 --- a/mppm_versioned_docs/version-1.0.0/troubleshoot/debug-mppm.md +++ b/mppm_versioned_docs/version-1.0.0/troubleshoot/debug-mppm.md @@ -6,7 +6,7 @@ description: Learn how to test a player running in Multiplayer Play Mode Use the Test Runner included in the [Unity Test Framework (UTF)](https://docs.unity3d.com/Packages/com.unity.test-framework@2.0/manual/index.html) to test players in a multiplayer project. -:::note: +:::note Multiplayer Play Mode is compatible with Unity Editor versions 2023.1 or later. ::: diff --git a/src/pages/index.js b/src/pages/index.js index f9d99f292..3fa6c7daa 100644 --- a/src/pages/index.js +++ b/src/pages/index.js @@ -96,7 +96,7 @@ const highlights = [ title: "Unity Transport and Netcode for GameObjects", imageUrl: "img/hilight-code.jpg", description: ( - <>Unity Netcode for GameObject uses Unity Transport by default! + <>Unity Transport is a low-level networking library for multiplayer game development. It's the underlying protocol for Netcode for GameObjects, but you can also use it with a custom solution. ), link: ( <> @@ -158,15 +158,24 @@ function Home() {

{siteConfig.tagline}

- Get Started + Get started -
+ + Multiplayer Unity Manual + +
@@ -204,7 +213,7 @@ function Home() {

Be part of the community!

We have an active community on Discord for tips, announcements, and - interact with other users and Unity developers to help you on your Multiplayer Networking + interact with other users and Unity developers to help you on your Multiplayer journey! Connect to our {" "} diff --git a/src/pages/styles.module.scss b/src/pages/styles.module.scss index c1aa85121..b74b0ed22 100644 --- a/src/pages/styles.module.scss +++ b/src/pages/styles.module.scss @@ -35,3 +35,11 @@ height: 200px; width: 200px; } + +.heroButton { + margin-bottom: 1rem; +} + +.heroButton:not(:last-child) { + margin-right: 1rem; +} diff --git a/transport/workflow-client-server-secure.md b/transport/workflow-client-server-secure.md index 96cc877bd..661dace52 100644 --- a/transport/workflow-client-server-secure.md +++ b/transport/workflow-client-server-secure.md @@ -125,7 +125,7 @@ void Start () var settings = new NetworkSettings(); settings.WithSecureServerParameters( certificate: SecureParameters.MyGameServerCertificate, - privateKey: SecureParameters.myGameServerPrivateKey); + privateKey: SecureParameters.MyGameServerPrivateKey); // ... } diff --git a/transport/workflow-client-server-udp.md b/transport/workflow-client-server-udp.md index 28067e9a9..c5d93f49f 100644 --- a/transport/workflow-client-server-udp.md +++ b/transport/workflow-client-server-udp.md @@ -89,9 +89,7 @@ public class ServerBehaviour : MonoBehaviour { void Update () { } - -public NetworkDriver m_Driver; -private NativeList m_Connections; +} ``` Next, expand the `Start`, `OnDestroy`, and `Update` methods. @@ -179,12 +177,11 @@ The following code iterates through the connection list and removes any stale co ```csharp // Clean up connections - for (int i = 0; i < m_Connections.Length; i++) + for (int i = m_Connections.Length - 1; i >= 0; i--) { if (!m_Connections[i].IsCreated) { m_Connections.RemoveAtSwapBack(i); - --i; } } ```