Kbengine Unity3D Demo by kbengine - 2

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This client-project is written for kbengine(a MMOG engine of server)

Unity 2018.3.5f1Unknown LicenseUpdated 67 days agoCreated on March 4th, 2014
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KBEngine_unity3d_demo

This client-project is written for KBEngine(a MMOG engine of server)

http://www.kbengine.org

中文

Demo搭建文档,QQ交流群:461368412,论坛

Releases

sources		: https://github.com/kbengine/kbengine_unity3d_demo/releases/latest

KBE-Plugins docs

kbengine_unity3d_demo\Assets\Plugins\kbengine_unity3d_plugins\README.md

Start:

1. Download KBEngine(a MMOG engine of server):
	Download(KBEngine):
		https://github.com/kbengine/kbengine/releases/latest

	Build(KBEngine):
		http://kbengine.github.io/docs/build.html

	Installation(KBEngine):
		http://kbengine.github.io/docs/installation.html

2. Use git to get the demo-assets(server):

	In the kbengine_unity3d_demo directory:

	* Git command: git submodule update --init --remote

submodule_update1

	* Or use TortoiseGit(menu): TortoiseGit -> Submodule Update:

submodule_update2

	* Or manually get the demo-assets(server)

		Download demo-assets(server):
			https://github.com/kbengine/kbengine_demos_assets/releases/latest
			unzip and copy to "kbengine/"  (The root directory server engine, such as $KBE_ROOT)

3. Copy "kbengine_unity3d_demo\kbengine_demos_assets" to "kbengine\" root directory

demo_configure

4. Generate a Client plugins from the server-side asset library (optional, one by default unless the server-assets is modified)
	1: Double-click to run kbengine/kbengine_demos_asset/gensdk.bat
	2: Copy kbengine_unity3d_plugins to kbengine_unity3d_demo\Assets\Plugins\

Configure Demo(Optional):

Change the login address:

demo_configure

	kbengine_unity3d_demo\Scripts\kbe_scripts\clientapp.cs -> ip
	kbengine_unity3d_demo\Scripts\kbe_scripts\clientapp.cs -> port

Start the Servers:

Ensure that the "kbengine_unity3d_demo\kbengine_demos_assets" has been copied to the "kbengine\" directory
	Reference:Start

Check the startup status:
	If successful will find log "Components::process(): Found all the components!".
	Otherwise, please search the "ERROR" keyword in logs, according to the error description to try to solve.
	(More: http://kbengine.github.io/docs/startup_shutdown.html)

Start server:
	Windows:
		kbengine\kbengine_demos_assets\start_server.bat

	Linux:
		kbengine\kbengine_demos_assets\start_server.sh

	(More: http://kbengine.github.io/docs/startup_shutdown.html)

Start the Client:

Directly start(U3DEditor or Executable file).
(Build Client:Unity Editor -> File -> Build Settings -> PC, MAC & Linux Standalone.)
The server to use recastnavigation navigation.
Recastnavigation generated navigation mesh (Navmeshs) placed on the:
	kbengine\kbengine_demos_assets\res\spaces\*

Generation Navmeshs:
	https://github.com/kbengine/unity3d_nav_critterai

Structure and interpretation:

The relationship between plug-ins(KBE) and U3D and servers:
	Plug-in and servers: Responsible for processing and server network packet. account login/logout process. 
			     By server notification logic entities are created and destroyed. Processing synchronous logical entity attribute data. etc.
	Plug-in and U3D: The plug-in will trigger some events to the U3D graphics layer, the graphics layer determines whether to capture some events, 
			get data to render performance (for example: create a monster, a NPC move-speed increase, HP changes).
			U3D graphics layer will input the event trigger to the plug-in layer (for example: the player moved, hit the relive button UI), 
			the plug-in logic script layer determines whether the need to transfer to the server. etc.
			

Plugins\kbengine\kbengine_unity3d_plugins:
	Client plug-in core codes.

Scripts\kbe_scripts:
	KBE client logic scripts(in this implementation of the server side of the entity script, the entity's bag data structure, skills in client condition checks, etc.).

	Scripts\kbe_scripts\Account.cs:
		Corresponds to the client side of the KBE server account entity.

	Scripts\kbe_scripts\Avatar.cs:
		Corresponds to the client side of the KBE server avatar entity.

	Scripts\kbe_scripts\Monster.cs:
		Corresponds to the client side of the KBE server monster entity.

	Scripts\kbe_scripts\clientapp.cs:
		In the system of KBE abstraction of a client APP, which contains the KBE client plug-in initialization and destruction, etc.

	Scripts\kbe_scripts\interfaces:
		Corresponding to the module defined in KBE(entity_defs\interfaces).

Scripts\u3d_scripts:
	Unity graphics layer (including scene rendering, UI, object, character model, monster model).

	Scripts\u3d_scripts\GameEntity.cs:
		Monster/NPC or player script (management model and animation, etc.).

	Scripts\u3d_scripts\World.cs:
		Manage a map of the game script, for example: to create a specific 3D monster into the scene.

	Scripts\u3d_scripts\UI.cs:
		the game's UI processing script.

start.unity:
	Start the scene, which starts to enter the game.

Scenes\login.unity:
	login map.

Scenes\selavatars.unity:
	Game character selection map.

Scenes\world.unity:
	A map of the scene in the game.

Screenshots:

screenshots1 screenshots2 screenshots3

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