Skip to content

Commit

Permalink
Develop into main (#1366)
Browse files Browse the repository at this point in the history
  • Loading branch information
jabbacakes authored Oct 17, 2024
2 parents 75a1064 + 836e939 commit d2d5f44
Show file tree
Hide file tree
Showing 4 changed files with 11 additions and 9 deletions.
6 changes: 5 additions & 1 deletion docs/learn/distributed-authority-quick-start.md
Original file line number Diff line number Diff line change
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.

:::

Expand Down
4 changes: 4 additions & 0 deletions docs/terms-concepts/distributed-authority.md
Original file line number Diff line number Diff line change
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).
Expand Down
2 changes: 0 additions & 2 deletions docs/terms-concepts/network-topologies.md
Original file line number Diff line number Diff line change
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
Expand Down
8 changes: 2 additions & 6 deletions mppm_versioned_docs/version-1.2.0/about.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,11 +8,7 @@ Use Multiplayer Play Mode to test multiplayer functionality within the Unity Edi

## Compatibility

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 version 1.2.0 is compatible with Unity Editor versions 6000.0.3f1 or later.

## Multiplayer Play Mode terminology

Expand All @@ -31,7 +27,7 @@ Multiplayer Play Mode has some inherent technical limitations, specifically arou
The Unity Editor and Virtual Players require a lot of system resources, so you shouldn't use Multiplayer Play Mode at scale. Multiplayer Play Mode is designed for small-scale, local testing environments that can only support up to four total Players (the main Editor Player and three Virtual Players).

### Authoring
You can't create or change the properties of GameObjects in a Virtual Player. Instead, use the main Editor Player to make changes and a Virtual Player to test multiplayer functionality. Any changes you make in Play Mode in the main Editor Player reset when you exit Play Mode.
You can't create or change the properties of GameObjects in a Virtual Player. Instead, use the main Editor Player to make changes and a Virtual Player to test multiplayer functionality. Any changes you make in Play Mode in the main Editor Player reset when you exit Play Mode.
:::note
You can't access any main Editor Player functionality from Virtual Players.
:::
Expand Down

0 comments on commit d2d5f44

Please sign in to comment.