- Added
com.unity.quicksearch
package for easy search. #292- Includes adding modules for
UIElements
andAssetBundles
.
- Includes adding modules for
- Upgraded to GDK for Unity version
0.4.0
- Migrated launch configurations to latest game templates. #290
- Enabled Burst by default. #294
- Upgraded to GDK for Unity version
0.3.10
- Upgraded to GDK for Unity version
0.3.9
- Upgrade to Worker SDK v14.7.0. #285
- Upgraded to GDK for Unity version
0.3.8
- Updated project to use Entity Representation assets. #282
- Upgraded to GDK for Unity version
0.3.7
- Upgraded to GDK for Unity version
0.3.6
MobileClient
now uses theModularKcp
networking type rather thanKcp
. #268.- The
MapBuilder
is now using aTask
based API instead of a coroutine based one. #271 - The
WorkerConnector
implementations have been refactored and simplified. #271
- Removed various unused assets in the project. #269
- Upgraded to GDK for Unity version
0.3.5
- The FPS Starter Project now requires Unity 2019.3. #263
- Added component result type filters to QBI queries. #264
- Updated project to support
com.unity.entities
package upgrade for version0.9.1
. #266
- The FPS starter project now uses query-based interest instead of chunk-based interest. #253
- You must now pass in an
EntityId
to create a playerEntityTemplate
. #254
- Upgraded to GDK for Unity version
0.3.4
. - Added the new
PopulateEntityTypeExpectations
method required byIEntityGameObjectCreator
to theAdvancedEntityPipeline
. #261
- Removed session-based gameplay and related assets. #242
- Upgraded to GDK for Unity version
0.3.3
- Updated the project app identifiers to
io.improbable.gdk.starterproject
. #244
- Upgraded to GDK for Unity version
0.3.2
- Upgraded to GDK for Unity version
0.3.1
- Restructured the project's layout. #239
- Moved all code and schema from FPS "packages" into the project directly.
- Cleaned up namespaces to make it clearer that this is game-specific schema and code.
- Flattened and tidied up the
Assets/Fps/Scripts
folder.
- Upgraded to GDK for Unity version
0.3.0
- Changed the default client and simulated player network connection types to Modular UDP with compression enabled. #238
- Changed the default
UnityGameLogic
andSimulatedPlayerCoordinator
network connection types to TCP. #238
- Upgraded to GDK for Unity version
0.2.10
- Upgraded to GDK for Unity version
0.2.9
- Upgraded to GDK for Unity version
0.2.8
- Upgraded the project to be compatible with
2019.2.0f1
.
- Upgraded to GDK for Unity version
0.2.7
- Moved
ChosenDeploymentAlphaLocatorFlow
andSessionConnectionFlowInitializer
into theFps.Connection
namespace and made thempublic
. #225 - Renamed
ChosenDeploymentAlphaLocatorFlow
toChosenDeploymentLocatorFlow
. #226 - Removed
Improbable.Gdk.StandardTypes.Vector3Extensions.ToVector3(this Coordinates coordinates)
since there is now the option of:- Using the
Coordinates.FromUnityVector(Vector3 vector)
static method. - Using the
TransformUtils.ToCoordinates(this Vector3 vector)
extension method in the Transform Synchronization feature module.
- Using the
- Added tests for the
ChosenDeploymentLocatorFlow
. #225 - Removed old arguments from the worker JSON files. #226
- The
AdvancedEntityPipeline
no longer takes anIEntityGameObjectCreator
instance as a parameter when it is being constructed. #222- Instead it instantiates an
GameObjectCreatorFromMetadata
as the fallback. - This change was made as the
GameObjectCreatorFromMetadata
was being used at all call sites for the constructor.
- Instead it instantiates an
- Added the
io.improbable.gdk.debug
package as a dependency. #222
- Upgraded to GDK for Unity version
0.2.6
- The
AdvancedEntityPipeline
now uses theOwningWorker
component from the PlayerLifecycle feature module #222 - Removed the
DISABLE_REACTIVE_COMPONENTS
scripting define as it is no longer used. #222
- Fixed a bug where the
SimulatedPlayerWorkerCoordinator
could throw a null reference exception once the worker had disconnected. #222 - Fixed a bug where shooting a health pickup throws an exception. #220
- Changed manifest to use GDK Packages with NPM instead of sideloading. #211
- Upgraded to GDK for Unity version
0.2.5
. #219
- Split the
MobileClient
build into separateiOS
andAndroid
buildkite steps. #209
- Fixed a bug where you had to fully uninstall and reinstall a mobile app to swap between local and cloud workflows. #218
- Updated the worker connectors following the refactor in the GDK. #203.
- Refactored the simulated player flow to closer align with the worker connector changes mentioned above. #203
- Upgraded the project to be compatible with
2019.1.3f1
. #185 - Marked the Linux builds for the GameLogic worker and the Simulated Player Coordinator as required. #189
- Updated
GdkToolsConfiguration.json
following the no-more-schema-copying change in the GDK. #190- Updated the package names of FPS project schema.
- Upgrade to Unity Entities preview.33 #191
- Fixed clients hanging when quitting the game #188
- Disabled Burst compilation for all platforms except for iOS, because Burst throws benign errors when building workers for other platforms than the one you are currently using. #977
- Enabled Burst compilation for iOS, because disabling results in an invalid XCode project. #975
- The
w4_r1000_e1
template has now been deprecated. If you use this template, update your launch configuration to use the neww4_r1000_e10
template. - Removed the
AndroidWorkerConnector
andiOSWorkerConnector
and their specific scenes. You can now use theMobileWorkerConnector
and itsFPS-MobileClientScene
to connect to a mobile device.
- Added session-based gameplay, hidden behind the
Use Session Based Flow
feature flag. - Deployment launcher is now an independent GDK feature module outside of the FPS Starter Project.
- Added
DeploymentLauncherConfig
asset. - Updated location of deployment launcher in
manifest.json
.
- Added
- Changed connection and player-spawn flow.
- Updated the available prefabs and textures.
- Disabled anti-aliasing for mobile to improve performance.
- Refactor map generator for better performance.
- Fixed a bug where your own gun would not appear until after you moved around for a while.
- Updated the
ConnectionController
andClientWorkerConnector
to make full use of the updated Player Lifecycle Feature Module. - Reactive Components are no longer used. They have been disabled by adding the
DISABLE_REACTIVE_COMPONENTS
define symbol. - Updated to Unity version
2018.3.11
. - Updated to use the GDK for Unity version
0.2.1
. - The
default_launch.json
launch configuration now uses thew2_r0500_e5
template instead of thesmall
template which was deprecated.
- Fixed package dependencies.
- Fixed camera clipping.
- Removed unused camera.
- Tweaked the Deployment Launcher window:
- Added ability to choose deployment region (US, EU).
- Added ability to force-upload an assembly.
- Automatically open the SpatialOS Console page for a launched deployment.
- New way to control tile distribution and types in the world via TileTypeVolume component:
- Create a collection of tile types with a TileTypeCollection asset (Assets > Create > Improbable > Tile Type Collection).
- Place GameObjects with TileTypeVolume components into a prefab to control where to spawn those tiles in the world.
- Specify the above TileTypeVolumes prefab to use inside MapBuilderSettings config object.
- Specify a 'default' TileTypeCollection to use in the MapBuilderSettings to use if no volume found at a tile location.
- Preexisting tile types: 'Default', 'Mountain', 'Residential', 'Structure', 'Tower', 'Wild'
- Reduced
fps_simulated_players_creation_interval
from 60 to 5. - Disabled the
Generate Map
button in the MapBuilder window ifMapBuilderSettings
is not set. - The four middle tiles of the world are no longer forced to be of certain tile type.
- World tile prefabs improved.
- Now make use of nested prefabs.
- Completely new set of default tiles used to populate the world.
- Updated the build configuration asset.
- Reduced the amount of health that gets regenerated.
- Map generation is now asynchronous.
- Fixed a bug where the
SimulatedPlayerCoordinatorWorkerConnector
would throw errors, if you stopped the application while it was spawning more simulated players.
- Added a Deployment Launcher window. This allows you to upload assemblies and launch deployments from the Unity Editor.
- Added two launch configurations:
cloud_launch_large_sim_players.json
andcloud_launch_small_sim_players.json
for simulated player deployments. - Added cloud support for Android workers.
- Added cloud support for iOS workers.
- Added a
MapBuilderSettings
scriptable object containing the default number of layers for the small and large sized worlds. - Upgraded the project to be compatible with
2018.3.5f1
.
- The Editor now imports NavMeshes correctly when you first open the FPS project.
- A simulated player now connects as a regular
UnityClient
worker rather than aSimulatedPlayer
worker. - In cloud deployments,
SimulatedPlayerCoordinator
workers are ran in a separate deployment to theUnityGameLogic
workers.- Note that simulated players started by the coordinators still connect into the deployment with the
UnityGameLogic
workers.
- Note that simulated players started by the coordinators still connect into the deployment with the
- Updated all launch configurations.
- Replaced transition runtime v2 templates from all launch configurations.
- Updated cloud launch configurations to use the new
w4_r1000_e1
template. - Updated simulated players launch configurations to use the new
sim_players
template. - Updated
default_launch.json
to supportSimulatedPlayerCoordinator
. - Reduced checkout radius of
UnityClient
andUnityGameLogic
workers from 210 to 150.
- Increased the level size from 868x868 to 1732x1732.
- Changed how level generation and
MapBuilder.cs
works.LoadWorld()
now generates the level GameObject throughMapBuilder
, instead of instantiating it from a prefab.
- Removed the
SimulatedPlayer
worker type. - Removed all
FPS-Start_*
level prefabs.
- Added mobile support for local deployments.
- Updated all the launch configs to better match the world sizes and to use the new Runtime.
MapBuilder.cs
performance and visual improvements, now generates worlds around the GameObject's position rather than at origin.- Upgraded the Worker SDK version to
13.5.1
. This is a stable Worker SDK release! 🎉 - Upgraded the project to be compatible with
2018.3.2f1
. - Upgraded the postprocessing package to
2.1.2
. - Upgraded the package manager package to
2.0.3
. - Upgraded to GDK for Unity version
0.1.4
.
- Simulated Players can now rotate about the X axis, enabling them to shoot targets above or below the plane they are on.
- Fixed a bug where you could start each built-out worker only once on OSX.
- Removed GameObjects containing
ObjectPooler
from all scenes,ObjectPooler
instance is now created at runtime. - Removed
HDRenderPipeline
.
MetricsSendSystem.cs
now sends metrics for Frames Per Second (FPS) and Unity heap usage.- Added sound effects when shooting.
- Improved the method of calculating load and FPS.
- Upgraded to GDK for Unity version
0.1.3
- Updated to GDK for Unity version
0.1.2
.
- Fixed an issue where newer versions of Unity would fail to open the project with errors like:
ParticleSystem
not found.
- Removed
GroundChecker
and replaced with a cheaper ground checking functionality in the baseCharacterControllerMotor
class. - Removed unused code and resources related to the "desert" in map generation.
- Added external worker configurations for MacOS for all server workers in the project.
- Updated to GDK for Unity version
0.1.1
. - Improved Simulated Players; they fall off the navmesh less often.
- Fixed a bug that caused spawn points to be in the air, walls, or floor.
- Fixed a cross-worker spawning issue that resulted in players not being able to move and float in the air.
The initial alpha release of the SpatialOS GDK for Unity FPS Starter Project.