![]() ![]() Some of those end up being SOs and some of them end up split up between SOs and normal MonoBehaviours and then I link them both. I end up having something like PlayerInput, PlayerMovement, PlayerStats, PlayerAbilities, PlayerInventory, EnemyAI, EnemyMovement, EnemyJump, EnemyAttack, etc. So unlike most tutorials available on the internet where you have your Player script, your Game Manager script and your Enemy script. My coding pattern in multiplayer has been based on components so far. I haven't used IoC or anything like Zenject before. To directly answer your question, I am sorry to disappoint you and say I don't know. So basically in theory Hipple's architecture is actually based on DI (like Zenject) only it takes a different "look" that is all. When you drag something to fill up an exposed variable in the inspector that is a DI pattern. But like a friend of mine likes to say, Unity is a huge DI setup. I'll be honest and say I am not very good with patterns in general. But I could use them as specific pieces of said system where they don't interfere with the networking code flow. I wouldn't use them as entire systems (as in AI). Would I use SOs again in multiplayer? Yes, I would. However, you gotta either design your entire system to work with this mindset (which most networking packages in Unity as far as I know don't) or be willing to find workarounds to all of the problems that could have been resolved by just using some other means. Took me several weeks to get the basics to work whereas I am adamant I could have finished the system within a week or two.Īs Ryan presented SOs can work in different ways and not usually just data containers/holders/variables savers. PUN had a similar problem, and it took quite an effort to get a SO based AI system to work and it wasn't flawless. The SO calling methods on the NetworkBehaviour that it can't call on itself. Usually it ends up in splitting your code between two scripts a SO and a NetworkBehaviour. This will force you to use workarounds to get to use those things within a SO. They are all part of NetworkBehaviour which is a "flavor" of Monobehaviour. ![]() You also can't use if(isLocalPlayer) or if(isServer). Basically the problem with SOs (ScriptableObjects) is that it doesn't have "multiplayer support" - note the quotes.Įxample, if you are using UNET, you can't have a Command, RPC, ClientRpc or TargetRpc tagged methods in the SO. This doesn't mean it was optimal or without problems. I tried it with PUN and it worked.īut note the "it worked" part. Sure it can be used in multiplayer games just fine. Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! A User Showcase of the Unity Game Engine. Private readonly List> listeners = new List>() įor (int i = listeners.News, Help, Resources, and Conversation. This at least reduces the implementation overhead to these two fields for every inheritor and according specific implementations of EventTemplate and UnityEvent.įinally the EventTemplate just has to use a list of IEventListener instead public abstract class EventTemplate : ScriptableObject Public override EventTemplate gameEvent => eventInt Public override UnityEvent unityEvent => intUnityEvent with the references from the serialized fields override and populate the two abstract properties Public class ListenerInt : ListenerTemplate Public class EventTemplate : ScriptableObject ![]() and handle these with respective listeners.ĮventTemplate.cs using My ultimate goal is to create generic event and listener and then use ScriptableObject to create specific events e.g. I would like to combine ScriptableObject along with UnityEvent and GenericObject usage. ![]()
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