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Basic Multiplayer UI #774
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Basic Multiplayer UI #774
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will probably conflict # Conflicts: # Assets/Scenes/Main.unity
# Conflicts: # Assets/Scripts/Multiplayer/MultiplayerInterfaces.cs # Assets/Scripts/Multiplayer/MultiplayerManager.cs
# Conflicts: # Assets/Scripts/PassthroughManager.cs
[CI BUILD]
# Conflicts: # Assets/Settings/Localization/Strings/Strings Shared Data.asset # Assets/Settings/Localization/Strings/Strings_en.asset
# Conflicts: # Assets/Settings/Localization/Strings/Strings_en.asset
-Implemented global command: MultiplayerJoinRoom. -Updated the multiplayer panel prefab and manager. -Changed the admin panel layout from hexagon to octagon. TODO: -Add room name editing capabilities.
…open-brush into multiplayer/ui
- Added initialization of the keyboard with the current room name in `MultiplayerPanelButton.cs`. - Changed `SetRoomName` to a property (`RoomName`) in `MultiplayerPanel.cs` for better readability and encapsulation. - Updated `SketchControlScript.cs` to use the new `RoomName` property.
-MultiplayerManager: Added DoesRoomNameExist() and updated m_RoomData for room validation. -MultiplayerPanel: Added UpdateRoomExistenceMessage() to indicate if a room exists or will be created (added a text to the prefab)
remove 'GraphView'
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Share the room number with your sketch collaborators | ||
to join ' | ||
m_text: You have successfully joined the room! Share the room number with your |
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Be aware we need to handle localization for all text. Even if we only have an English translation for now - the components and code should support localization.
do | ||
{ | ||
roomName = GenerateRandomRoomName(); | ||
} while (MultiplayerManager.m_Instance.DoesRoomNameExist(roomName)); |
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Should we have a failsafe? An infinite loop might creep in because of a bug elsewhere. I never trust while loops without a guaranteed exit condition!
…open-brush into multiplayer/ui
This change set introduces event-driven handling for multiplayer disconnections and ensures that the MultiplayerPanel properly updates its UI when a disconnection occurs.
Add Leave Room button Add Leave Room Global Command
- Reducing payload per Stroke Chunk from 128 control points to 10 control points - Adding a single point where the payload can be edited called NetworkingConstants this is then used both in PhotonStructs.cs and PhotonManager.cs
@@ -352,6 +352,7 @@ jobs: | |||
with: | |||
token: ${{ env.PHOTON_PAT }} | |||
repository: icosa-mirror/photon-fusion | |||
ref: v1.1.10 |
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Without this, it will take the latest. We probably should pin it, though, so this is a good change.
aligning the collider
Rebake attempt
1- Adding blank commands to avoid Unrecognized command Error
Multiplayer Panel 1 - Handle the Case When MultiplayerManager.m_Instance is null 2 - Avoid Accessing MultiplayerManager.m_Instance in Field Initializers
handle the removal of the player rig to ensure proper Clean-up
removing UnityEditor.Localization.Platform.Android
pass pre-commit
Adding this to solve the
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