Unity Test Client MayaVerse UDP/RUDP
This is a Networking Demo based on:
- https://github.com/DarkRiftNetworking/Hazel-Networking (MIT License)
- https://github.com/Vytek/MayaVerseNetworking1.5 (MIT)
- Stub from: https://forum.unity3d.com/threads/hazel-networking-open-source-rudp-tcp-library.409863/page-2#post-3006994 (Thanks JoeStrout)
- https://github.com/dave-hillier/disruptor-unity3d (MIT)
- https://github.com/HiddenMonk/Unity3DRuntimeTransformGizmo (MIT Licence)
- https://github.com/PimDeWitte/UnityMainThreadDispatcher (Apache License, Version 2.0)
- ScreenLogger Unity Assets: https://www.assetstore.unity3d.com/en/#!/content/49114
- Advance INI Parser: https://assetstore.unity.com/packages/tools/advanced-ini-parser-23706
How to test
- Clone this repo: https://github.com/Vytek/MayaVerseNetworking1.5
- Compile project using Monodevelop or Visual Studio 2017.
- Start “MayaVerseNetworkingServer1.5”. For example: “mono MayaVerseNetworkingServer1.5.exe”.
- Build and run Client One. WARNING: Its a default in Unity to pause the game when it’s not in focus, you can change this in Edit -> Project Settings -> Player -> Resolution and Presentation -> Run In Background (see: https://forum.unity3d.com/threads/darkrift-fast-and-flexible-cross-platform-networking.320185/)
- Run Unity Editor Project for Client Two.
- Move cube on screen using runtime gizmo.
- [Fork] the project, clone your fork, and configure the remotes.
- Create a new topic branch (from
master) to contain your feature, chore, or fix.
- Commit your changes in logical units.
- Push your topic branch up to your fork.
- [Open a Pull Request] with a clear title and description.
- Only the code in
Assets/Scriptsis released under the MIT license
- Other code libraries in
Assets/Librariesall come with their own licenses
- Any binary resources are more or less there on a “fair use” basis, don’t assume that you can just copy and use them