Init
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{
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"name": "Bootstrap",
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"rootNamespace": "Unity.Netcode.Samples",
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"references": [
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"Unity.Netcode.Runtime"
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]
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}
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fileFormatVersion: 2
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guid: 219b171db79434558b442780da267dab
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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using UnityEngine;
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namespace Unity.Netcode.Samples
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{
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/// <summary>
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/// Class to display helper buttons and status labels on the GUI, as well as buttons to start host/client/server.
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/// Once a connection has been established to the server, the local player can be teleported to random positions via a GUI button.
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/// </summary>
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public class BootstrapManager : MonoBehaviour
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{
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private void OnGUI()
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{
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GUILayout.BeginArea(new Rect(10, 10, 300, 300));
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var networkManager = NetworkManager.Singleton;
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if (!networkManager.IsClient && !networkManager.IsServer)
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{
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if (GUILayout.Button("Host"))
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{
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networkManager.StartHost();
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}
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if (GUILayout.Button("Client"))
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{
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networkManager.StartClient();
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}
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if (GUILayout.Button("Server"))
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{
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networkManager.StartServer();
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}
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}
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else
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{
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GUILayout.Label($"Mode: {(networkManager.IsHost ? "Host" : networkManager.IsServer ? "Server" : "Client")}");
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// "Random Teleport" button will only be shown to clients
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if (networkManager.IsClient)
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{
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if (GUILayout.Button("Random Teleport"))
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{
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if (networkManager.LocalClient != null)
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{
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// Get `BootstrapPlayer` component from the player's `PlayerObject`
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if (networkManager.LocalClient.PlayerObject.TryGetComponent(out BootstrapPlayer bootstrapPlayer))
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{
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// Invoke a `ServerRpc` from client-side to teleport player to a random position on the server-side
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bootstrapPlayer.RandomTeleportServerRpc();
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}
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}
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}
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}
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}
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GUILayout.EndArea();
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}
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}
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}
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+11
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fileFormatVersion: 2
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guid: 5fed568ebf6c14b11928f16219b5675b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,32 @@
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using UnityEngine;
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namespace Unity.Netcode.Samples
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{
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/// <summary>
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/// Component attached to the "Player Prefab" on the NetworkManager.
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/// </summary>
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public class BootstrapPlayer : NetworkBehaviour
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{
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/// <summary>
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/// If this method is invoked on the client instance of this player, it will invoke a `ServerRpc` on the server-side.
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/// If this method is invoked on the server instance of this player, it will teleport player to a random position.
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/// </summary>
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/// <remarks>
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/// Since a NetworkTransform component is attached to this player, and the authority on that component is set to "Server",
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/// this transform's position modification can only be performed on the server, where it will then be replicated down to all clients through NetworkTransform.
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/// </remarks>
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[ServerRpc]
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public void RandomTeleportServerRpc()
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{
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var oldPosition = transform.position;
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transform.position = GetRandomPositionOnXYPlane();
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var newPosition = transform.position;
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print($"{nameof(RandomTeleportServerRpc)}() -> {nameof(OwnerClientId)}: {OwnerClientId} --- {nameof(oldPosition)}: {oldPosition} --- {nameof(newPosition)}: {newPosition}");
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}
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private static Vector3 GetRandomPositionOnXYPlane()
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{
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return new Vector3(Random.Range(-3f, 3f), Random.Range(-3f, 3f), 0f);
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}
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}
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}
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+11
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 1aaab5fe31dc3423e89747f088d7bcaf
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serializedVersion: 2
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icon: {instanceID: 0}
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