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2023-11-28 11:41:03 +05:30
commit da3b6cf083
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# Additive Scenes Example
IMPORTANT: Make sure you have a layer in project settings called Player for this example to work well.
In Build Settings, remove all scenes and add all of the scenes from the Examples\AdditiveScenes\Scenes folder in the following order:
- MainScene
- SubScene
Open the MainScene in the Editor and make sure the Sub Scenes list in the Network scene object contains the SubScene scene. This is already setup by default, but if the MainScene was opened and saved before putting the scenes in the Build Settings list, the Sub Scenes list may be cleared accidentally.
File -> Build and Run
Start up to 3 built instances: These will all be client players.
Press Play in the Editor and click Host (Server + Client) in the HUD
- This will be the host and the 1st player of up to 4. You can also use Server Only if you prefer.
Click Client in the built instances.
- WASDQE keys to move & turn your player capsule.
- There are objects in the corners of the scene hidden by Proximity Checkers.
- The big area in the middle is where the subscene will be loaded when you get near the shelter.
- There are also networked objects inside the subscene, also with Proximity Checkers.
- Since subscenes are only loaded for individual clients, other clients that are outside the middle Zone won't see what those in the subscene can see.
- If you play a built instance as Host or Server and play as client in the editor, you'll see the subscene content load and unload in the hierarchy as you move in and out of the middle Zone.

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using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
/*
Documentation: https://mirror-networking.gitbook.io/docs/components/network-manager
API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.html
*/
namespace Mirror.Examples.AdditiveScenes
{
[AddComponentMenu("")]
public class AdditiveNetworkManager : NetworkManager
{
[Tooltip("Trigger Zone Prefab")]
public GameObject Zone;
[Scene]
[Tooltip("Add all sub-scenes to this list")]
public string[] subScenes;
public override void OnStartServer()
{
base.OnStartServer();
// load all subscenes on the server only
StartCoroutine(LoadSubScenes());
// Instantiate Zone Handler on server only
Instantiate(Zone);
}
public override void OnStopServer()
{
StartCoroutine(UnloadScenes());
}
public override void OnStopClient()
{
StartCoroutine(UnloadScenes());
}
IEnumerator LoadSubScenes()
{
Debug.Log("Loading Scenes");
foreach (string sceneName in subScenes)
{
yield return SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
// Debug.Log($"Loaded {sceneName}");
}
}
IEnumerator UnloadScenes()
{
Debug.Log("Unloading Subscenes");
foreach (string sceneName in subScenes)
if (SceneManager.GetSceneByName(sceneName).IsValid() || SceneManager.GetSceneByPath(sceneName).IsValid())
{
yield return SceneManager.UnloadSceneAsync(sceneName);
// Debug.Log($"Unloaded {sceneName}");
}
yield return Resources.UnloadUnusedAssets();
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
// This sets up the scene camera for the local player
namespace Mirror.Examples.AdditiveScenes
{
public class PlayerCamera : NetworkBehaviour
{
Camera mainCam;
void Awake()
{
mainCam = Camera.main;
}
public override void OnStartLocalPlayer()
{
if (mainCam != null)
{
// configure and make camera a child of player with 3rd person offset
mainCam.orthographic = false;
mainCam.transform.SetParent(transform);
mainCam.transform.localPosition = new Vector3(0f, 3f, -8f);
mainCam.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
}
}
public override void OnStopLocalPlayer()
{
if (mainCam != null)
{
mainCam.transform.SetParent(null);
SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
mainCam.orthographic = true;
mainCam.transform.localPosition = new Vector3(0f, 70f, 0f);
mainCam.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
}
}
}
}

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using UnityEngine;
namespace Mirror.Examples.AdditiveScenes
{
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(CharacterController))]
[RequireComponent(typeof(NetworkTransform))]
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : NetworkBehaviour
{
public CharacterController characterController;
void OnValidate()
{
if (characterController == null)
characterController = GetComponent<CharacterController>();
characterController.enabled = false;
GetComponent<Rigidbody>().isKinematic = true;
GetComponent<NetworkTransform>().syncDirection = SyncDirection.ClientToServer;
}
public override void OnStartLocalPlayer()
{
characterController.enabled = true;
}
[Header("Movement Settings")]
public float moveSpeed = 8f;
public float turnSensitivity = 5f;
public float maxTurnSpeed = 100f;
[Header("Diagnostics")]
public float horizontal;
public float vertical;
public float turn;
public float jumpSpeed;
public bool isGrounded = true;
public bool isFalling;
public Vector3 velocity;
void Update()
{
if (!isLocalPlayer || characterController == null || !characterController.enabled)
return;
horizontal = Input.GetAxis("Horizontal");
vertical = Input.GetAxis("Vertical");
// Q and E cancel each other out, reducing the turn to zero
if (Input.GetKey(KeyCode.Q))
turn = Mathf.MoveTowards(turn, -maxTurnSpeed, turnSensitivity);
if (Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, maxTurnSpeed, turnSensitivity);
if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
if (isGrounded)
isFalling = false;
if ((isGrounded || !isFalling) && jumpSpeed < 1f && Input.GetKey(KeyCode.Space))
{
jumpSpeed = Mathf.Lerp(jumpSpeed, 1f, 0.5f);
}
else if (!isGrounded)
{
isFalling = true;
jumpSpeed = 0;
}
}
void FixedUpdate()
{
if (!isLocalPlayer || characterController == null || !characterController.enabled)
return;
transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
direction = Vector3.ClampMagnitude(direction, 1f);
direction = transform.TransformDirection(direction);
direction *= moveSpeed;
if (jumpSpeed > 0)
characterController.Move(direction * Time.fixedDeltaTime);
else
characterController.SimpleMove(direction);
isGrounded = characterController.isGrounded;
velocity = characterController.velocity;
}
}
}

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using UnityEngine;
namespace Mirror.Examples.AdditiveScenes
{
public class RandomColor : NetworkBehaviour
{
public override void OnStartServer()
{
base.OnStartServer();
color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
}
// Color32 packs to 4 bytes
[SyncVar(hook = nameof(SetColor))]
public Color32 color = Color.black;
// Unity clones the material when GetComponent<Renderer>().material is called
// Cache it here and destroy it in OnDestroy to prevent a memory leak
Material cachedMaterial;
void SetColor(Color32 _, Color32 newColor)
{
if (cachedMaterial == null) cachedMaterial = GetComponentInChildren<Renderer>().material;
cachedMaterial.color = newColor;
}
void OnDestroy()
{
Destroy(cachedMaterial);
}
}
}

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using UnityEngine;
namespace Mirror.Examples.AdditiveScenes
{
// This script demonstrates the NetworkAnimator and how to leverage
// the built-in observers system to track players.
// Note that all ProximityCheckers should be restricted to the Player layer.
public class ShootingTankBehaviour : NetworkBehaviour
{
[SyncVar]
public Quaternion rotation;
NetworkAnimator networkAnimator;
[ServerCallback]
void Start()
{
networkAnimator = GetComponent<NetworkAnimator>();
}
[Range(0, 1)]
public float turnSpeed = 0.1f;
void Update()
{
if (isServer && netIdentity.observers.Count > 0)
ShootNearestPlayer();
if (isClient)
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, turnSpeed);
}
[Server]
void ShootNearestPlayer()
{
GameObject target = null;
float distance = 100f;
foreach (NetworkConnection networkConnection in netIdentity.observers.Values)
{
GameObject tempTarget = networkConnection.identity.gameObject;
float tempDistance = Vector3.Distance(tempTarget.transform.position, transform.position);
if (target == null || distance > tempDistance)
{
target = tempTarget;
distance = tempDistance;
}
}
if (target != null)
{
transform.LookAt(target.transform.position + Vector3.down);
rotation = transform.rotation;
networkAnimator.SetTrigger("Fire");
}
}
}
}

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using UnityEngine;
namespace Mirror.Examples.AdditiveScenes
{
// This script is attached to a prefab called Zone that is on the Player layer
// AdditiveNetworkManager, in OnStartServer, instantiates the prefab only on the server.
// It never exists for clients (other than host client if there is one).
// The prefab has a Sphere Collider with isTrigger = true.
// These OnTrigger events only run on the server and will only send a message to the
// client that entered the Zone to load the subscene assigned to the subscene property.
public class ZoneHandler : MonoBehaviour
{
[Scene]
[Tooltip("Assign the sub-scene to load for this zone")]
public string subScene;
[ServerCallback]
void OnTriggerEnter(Collider other)
{
// Debug.Log($"Loading {subScene}");
NetworkIdentity networkIdentity = other.gameObject.GetComponent<NetworkIdentity>();
SceneMessage message = new SceneMessage{ sceneName = subScene, sceneOperation = SceneOperation.LoadAdditive };
networkIdentity.connectionToClient.Send(message);
}
[ServerCallback]
void OnTriggerExit(Collider other)
{
// Debug.Log($"Unloading {subScene}");
NetworkIdentity networkIdentity = other.gameObject.GetComponent<NetworkIdentity>();
SceneMessage message = new SceneMessage{ sceneName = subScene, sceneOperation = SceneOperation.UnloadAdditive };
networkIdentity.connectionToClient.Send(message);
}
}
}

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