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Adding beta callout box for da (#1363)
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jabbacakes authored Oct 17, 2024
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6 changes: 5 additions & 1 deletion docs/learn/distributed-authority-quick-start.md
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Expand Up @@ -5,6 +5,10 @@ title: Distributed authority quickstart for Netcode for GameObjects

Use this guide to learn how to create your first [distributed authority](../terms-concepts/distributed-authority.md) Netcode for GameObjects project. It walks you through the connection setup, including connecting to the distributed authority service, and adding basic gameplay.

:::note Beta feature
Distributed authority is still in beta. During the beta phase, using the distributed authority service provided by the [Multiplayer Services package](https://docs.unity.com/ugs/en-us/manual/mps-sdk/manual) is free. When distributed authority is fully released, [using the service will incur a cost](https://unity.com/products/gaming-services/pricing).
:::

## Prerequisites

Before you begin, you need the following:
Expand Down Expand Up @@ -152,7 +156,7 @@ public class ConnectionManager : MonoBehaviour

:::note

It's important to wait until `OnClientConnectedCallback` has been triggered before spawning objects. Spawning objects early will result in errors and unexpected behaviour.
It's important to wait until `OnClientConnectedCallback` has been triggered before spawning objects. Spawning objects early will result in errors and unexpected behaviour.

:::

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4 changes: 4 additions & 0 deletions docs/terms-concepts/distributed-authority.md
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Expand Up @@ -5,6 +5,10 @@ title: Distributed authority topologies

Distributed authority is one possible [network topology](network-topologies.md) you can use for your multiplayer game.

:::note Beta feature
Distributed authority is still in beta. During the beta phase, using the distributed authority service provided by the [Multiplayer Services package](https://docs.unity.com/ugs/en-us/manual/mps-sdk/manual) is free. When distributed authority is fully released, [using the service will incur a cost](https://unity.com/products/gaming-services/pricing).
:::

## Defining distributed authority

In a distributed authority topology, game clients share responsibility for owning and tracking the state of objects in the network and have the authority to spawn and manage objects themselves, with additional options to configure ownership permissions. A small, lightweight central state service keeps track of changes in spawned object states and routes network traffic. There is no central server simulating the game: all clients run their own partial simulations and communicate their updates directly to other clients (via the central state service).
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2 changes: 0 additions & 2 deletions docs/terms-concepts/network-topologies.md
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Expand Up @@ -7,8 +7,6 @@ Network topology defines how a network is arranged. In the context of multiplaye

The two primary network topologies that Netcode for GameObjects supports are [client-server](#client-server) and [distributed authority](#distributed-authority).

<!-- Link to Multiplayer Center here when available, as a 'if you don't know which topology to use, there's this tool' -->

## Client-server

### Dedicated game server
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