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fix: remove helloworld, goldenpath, and incorrect rpc info (#1428)
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docs/basics/scenemanagement/using-networkscenemanager.md

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## Netcode for GameObjects Integrated Scene Management
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### The `NetworkSceneManager` Provides You With:
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- An existing framework that supports both the bootstrap and scene transitioning scene management usage patterns.
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- Automated client synchronization that occurs when a client is connected and approved.
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- Automated client synchronization that occurs when a client is connected and approved.
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- All scenes loaded via `NetworkSceneManager` will be synchronized with clients during client synchronization.
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- _Later in this document, you will learn more about using scene validation to control what scenes are synchronized on the client, server, or both side(s)_.
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- All spawned Netcode objects are synchronized with clients during client synchronization.
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4. A Scene Event can't already be in progress.
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#### Basic Scene Loading Example
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Imagine that you have an in-scene placed NetworkObject, let's call it "ProjectSceneManager", that handles your project's scene management using the `NetworkSceneManager` and you wanted your server to load a scene when the ProjectSceneManager is spawned.
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Imagine that you have an in-scene placed NetworkObject, let's call it "ProjectSceneManager", that handles your project's scene management using the `NetworkSceneManager` and you wanted your server to load a scene when the ProjectSceneManager is spawned.
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In its simplest form, it can look something like:
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```csharp
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public class ProjectSceneManager : NetworkBehaviour
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{
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{
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/// INFO: You can remove the #if UNITY_EDITOR code segment and make SceneName public,
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/// but this code assures if the scene name changes you won't have to remember to
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/// manually update it.
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1. Receive all scene event notification types: `NetworkSceneManager.OnSceneEvent`
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2. Receive only a specific scene event notification type: [`NetworkSceneManager`](https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@latest?subfolder=/api/Unity.Netcode.NetworkSceneManager.html#events) has one for each [`SceneEventType`](https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@latest?subfolder=/api/Unity.Netcode.SceneEventType.html)<br/>
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:::info
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Receiving (via subscribing to the associated event callback) only specific scene event notification types does not change how a server or client receives and processes notifications.
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Receiving (via subscribing to the associated event callback) only specific scene event notification types does not change how a server or client receives and processes notifications.
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:::
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**Receiving All Scene Event Notifications**
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Typically, this is used on the server side to receive notifications for every scene event notification type for both the server and clients. You can receive all scene event type notifications by subscribing to the `NetworkSceneManager.OnSceneEvent` callback handler.
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Typically, this is used on the server side to receive notifications for every scene event notification type for both the server and clients. You can receive all scene event type notifications by subscribing to the `NetworkSceneManager.OnSceneEvent` callback handler.
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**Receiving A Specific Scene Event Notification**
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Typically, this is used with clients or components that might only need to be notified of a specific scene event type. There are 9 scene event types and each one has a corresponding "single event type" callback handler in `NetworkSceneManager`.
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Typically, this is used with clients or components that might only need to be notified of a specific scene event type. There are 9 scene event types and each one has a corresponding "single event type" callback handler in `NetworkSceneManager`.
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**As an example:**
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You might want to register for the `SceneEventType.LoadEventCompleted` scene event type to know, from a client perspective, that the server and all other clients have finished loading a scene. This notification lets you know when you can start performing other netcode related actions on the newly loaded and spawned NetworkObjects.
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:::
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#### Basic Scene Unloading Example
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Below we are taking the previous scene loading example, the `ProjectSceneManager` class, and modifying it to handle unloading. This includes keeping a reference to the `SceneEvent.Scene` locally in our class because `NetworkSceneManager.Unload` requires the `Scene` to be unloaded.
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Below we are taking the previous scene loading example, the `ProjectSceneManager` class, and modifying it to handle unloading. This includes keeping a reference to the `SceneEvent.Scene` locally in our class because `NetworkSceneManager.Unload` requires the `Scene` to be unloaded.
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**Below is an example of how to:**
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- Subscribe the server to `NetworkSceneManager.OnSceneEvent` notifications.
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### Scene Validation
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Sometimes you might need to prevent the server or client from loading a scene under certain conditions. Here are a few examples of when you might do this:
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- One or more game states determine if a scene is loaded additively
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- Typically, this is done on the server-side.
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- Typically, this is done on the server-side.
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- The scene is already pre-loaded on the client
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- Typically, this is done on the client-side.
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- Security purposes
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:::caution
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**Client-Side Scene Validation**<br/>
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This is where you need to be cautious with scene validation, because any scene that you don't validate on the client side should not contain Netcode objects that are considered required dependencies for a connecting client to properly synchronize with the current netcode (game) session state.
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This is where you need to be cautious with scene validation, because any scene that you don't validate on the client side should not contain Netcode objects that are considered required dependencies for a connecting client to properly synchronize with the current netcode (game) session state.
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:::
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### Dynamically Generated Scenes
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### What Next?
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We have covered how to access the `NetworkSceneManager`, how to load and unload a scene, provided a basic overview on scene events and notifications, and even briefly discussed in-scene placed NetworkObjects. You now have the fundamental building-blocks one needs to learn more advanced integrated scene management topics.
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We have covered how to access the `NetworkSceneManager`, how to load and unload a scene, provided a basic overview on scene events and notifications, and even briefly discussed in-scene placed NetworkObjects. You now have the fundamental building-blocks one needs to learn more advanced integrated scene management topics.
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_We recommend proceeding to the next integrated scene management topic, "Client Synchronization Mode", in the link below._
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<!-- Explore the [Netcode Scene Management Golden Path](link) for step-by-step examples of additive scene loading and management. -->

docs/installation/migratingfromUNet.md

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See [Messaging System](../advanced-topics/messaging-system.md) for more information.
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## Replace `OnServerAddPlayer`
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## Replace `OnServerAddPlayer`
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Replace `OnServerAddPlayer` with `ConnectionApproval` everywhere in your project.
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After migrating to the Netcode for GameObjects package, you can review the following for what to do next:
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* Consider using the [Hello World](../tutorials/helloworld.md) and [Golden Path series](../tutorials/goldenpath_series/gp_intro.md) to learn some basics of Netcode for GameObjects.
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* Follow the [client-server quickstart](../tutorials/get-started-with-ngo.md) to learn some basics of Netcode for GameObjects.
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* Explore the educational samples content for a deeper exploration into Netcode for GameObjects:
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* [Boss Room](../learn/bossroom/getting-started-boss-room.md)
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* [2D Spaceshooter Bitesize sample](../learn/bitesize/bitesize-spaceshooter.md)

docs/installation/migratingfrommlapi.md

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After migrating to the Netcode for GameObjects package, you can review the following for what to do next:
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* Consider using the [Hello World](../tutorials/helloworld.md) and [Golden Path series](../tutorials/goldenpath_series/gp_intro.md) to learn some basics of Netcode for GameObjects.
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* Follow the [client-server quickstart](../tutorials/get-started-with-ngo.md) to learn some basics of Netcode for GameObjects.
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* Explore the educational samples content for a deeper exploration into Netcode for GameObjects:
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* [Boss Room](../learn/bossroom/getting-started-boss-room.md)
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* [2D Spaceshooter Bitesize sample](../learn/bitesize/bitesize-spaceshooter.md)

docs/learn/rpcvnetvar.md

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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.2.0/Assets/Scripts/Gameplay/Action/ConcreteActions/AOEAction.cs#L77-L82
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```
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:::tip
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If you want to make sure two variables are received at the same time, RPCs are great for this.
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If you change `NetworkVariables` "a" and "b", there is no guarantee they will both be received client side at the same time.
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<figure>
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<ImageSwitcher
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lightImageSrc="/sequence_diagrams/NetworkVariable/NetVarDataUpdates.png?text=LightMode"
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darkImageSrc="/sequence_diagrams/NetworkVariable/NetVarDataUpdates_Dark.png?text=DarkMode"/>
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<figcaption>Different Network Variables updated within the same tick aren't guranteed to be delivered to the clients at the same time. </figcaption>
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</figure>
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Sending them as two parameters in the same RPC ensures they will be received at the same time client side.
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<figure>
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<ImageSwitcher
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lightImageSrc="/sequence_diagrams/NetworkVariableVSRPCs/ManagingNetVarData_RPCs.png?text=LightMode"
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darkImageSrc="/sequence_diagrams/NetworkVariableVSRPCs/ManagingNetVarData_RPCs_Dark.png?text=DarkMode"/>
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<figcaption>To ensure that several different Network Variables are all synchronized at the same exact time we can use client RPC to join these value changes together.</figcaption>
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</figure>
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`NetworkVariable`s are great when you only care about the latest value.
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:::
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## Summary
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`NetworkVariable`s are great for managing state, to make sure everyone has the latest value. Use them when you want to make sure newly connected players get an up to date world state.

docs/tutorials/goldenpath_series/gp_intro.md

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