Single Player Commit

Single-Player
Ali Sharoz 2 months ago
parent 6e7252e04e
commit 13a853e6a0

@ -0,0 +1,12 @@
using UnityEngine;
using Fusion.CloudServices;
public class LogRegion : MonoBehaviour
{
void Start()
{
// Adjust the path if your asset lives elsewhere
var settings = Resources.Load<AppSettings>("Photon Fusion App Settings");
Debug.Log($"Fixed Region = {settings.FixedRegion}");
}
}

@ -0,0 +1,11 @@
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@ -2216,13 +2216,22 @@
<returns>The offset of the specified field in bytes.</returns>
</member>
<member name="M:Fusion.Native.Free(System.Void*@)">
<inheritdoc cref="M:Fusion.Native.Free(System.Void*)"/>
<summary>
Frees a block of memory.
</summary>
<param name="memory">The pointer to the memory block to free.</param>
</member>
<member name="M:Fusion.Native.Free``1(``0*@)">
<inheritdoc cref="M:Fusion.Native.Free(System.Void*)"/>
<summary>
Frees a block of memory.
</summary>
<param name="memory">The pointer to the memory block to free.</param>
</member>
<member name="M:Fusion.Native.Free``1(``0**@)">
<inheritdoc cref="M:Fusion.Native.Free(System.Void*)"/>
<summary>
Frees a block of memory.
</summary>
<param name="memory">The pointer to the memory block to free.</param>
</member>
<member name="M:Fusion.Native.MallocAndClear(System.Int32)">
<summary>

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@ -203,7 +203,7 @@
</member>
<member name="M:Fusion.FusionEditorLog.TraceImport(System.String)">
<summary>
Logs a message to the Unity console if FUSION_EDITOR_TRACE is defined. Use in the Import context.
Logs a message to the Unity console if FUSION_EDITOR_TRACE_IMPORT is defined. Use in the Import context.
</summary>
<param name="msg">A message</param>
</member>
@ -227,7 +227,7 @@
</member>
<member name="M:Fusion.FusionEditorLog.TraceInspector(System.String)">
<summary>
Logs a message to the Unity console if FUSION_EDITOR_INSPECTOR_TRACE is defined. Use in the Inspector context.
Logs a message to the Unity console if FUSION_EDITOR_TRACE_INSPECTOR is defined. Use in the Inspector context.
</summary>
<param name="msg">A message</param>
</member>
@ -251,13 +251,13 @@
</member>
<member name="M:Fusion.FusionEditorLog.TraceTest(System.String)">
<summary>
Logs a message to the Unity console if FUSION_EDITOR_TRACE is defined. Use in the Test context.
Logs a message to the Unity console if FUSION_EDITOR_TRACE_TEST is defined. Use in the Test context.
</summary>
<param name="msg">A message</param>
</member>
<member name="M:Fusion.FusionEditorLog.TraceMppm(System.String)">
<summary>
Logs a message to the Unity console if FUSION_EDITOR_TRACE is defined. Use in the Mppm context.
Logs a message to the Unity console if FUSION_EDITOR_TRACE_MPPM is defined. Use in the Mppm context.
</summary>
<param name="msg">A message</param>
</member>

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@ -1030,6 +1030,10 @@
Important: Don't define a protocol, except to point to a pac file. the proxy address should not begin with http:// or https://.
</remarks>
</member>
<member name="P:Fusion.Photon.Realtime.LoadBalancingClient.ConnectCount">
<summary>Count of connections made to any server.</summary>
<remarks>Statistical value. Increased by OnStatusChanged(StatusCode.Connect).</remarks>
</member>
<member name="F:Fusion.Photon.Realtime.LoadBalancingClient.state">
<summary>Backing field for property.</summary>
</member>
@ -1112,6 +1116,15 @@
state value which can be used to display (or debug) the cause for disconnection.
</remarks>
</member>
<member name="F:Fusion.Photon.Realtime.LoadBalancingClient.DisconnectMessage">
<summary>Defaults to null. Set when the client receives a disconnect info message with a debug string. Reset to null in connect methods.</summary>
</member>
<member name="F:Fusion.Photon.Realtime.LoadBalancingClient.TelemetryEnabled">
<summary>Defines if this client sends telemetry / analytics about how the connection ends.</summary>
</member>
<member name="F:Fusion.Photon.Realtime.LoadBalancingClient.telemetrySent">
<summary>Tells us if "this session" was already reported. We want to send only one report in best case. Re-set on connect.</summary>
</member>
<member name="F:Fusion.Photon.Realtime.LoadBalancingClient.SystemConnectionSummary">
<summary>
After a to a connection loss or timeout, this summarizes the most relevant system conditions which might have contributed to the loss.
@ -2625,7 +2638,7 @@
</summary>
<param name="becomeInactive">Async games can be re-joined (loaded) later on. Set to false, if you want to abandon a game entirely.</param>
<param name="sendAuthCookie">WebFlag: Securely transmit the encrypted object AuthCookie to the web service in PathLeave webhook when available</param>
<returns>If the opteration can be send currently.</returns>
<returns>If the operation can be sent currently.</returns>
</member>
<member name="M:Fusion.Photon.Realtime.LoadBalancingPeer.OpGetGameList(Fusion.Photon.Realtime.TypedLobby,System.String)">
<summary>Gets a list of games matching a SQL-like where clause.</summary>
@ -3332,6 +3345,9 @@
<member name="F:Fusion.Photon.Realtime.ParameterCode.AllowRepeats">
<summary>(188) Parameter key to let the server know it may queue the client in low-ccu matchmaking situations.</summary>
</member>
<member name="F:Fusion.Photon.Realtime.ParameterCode.ReportQos">
<summary>(187) This optional parameter from the server configures the client to send analytics or not.</summary>
</member>
<member name="T:Fusion.Photon.Realtime.OperationCode">
<summary>
Class for constants. Contains operation codes.
@ -3610,7 +3626,7 @@
1) On server, room property ABC is set to value FOO, which triggers notifications to all the clients telling them that the property changed.
2) While that notification is in flight, a client sets the ABC property to value BAR.
3) Client receives notification from the server and changes it<EFBFBD>s local copy of ABC to FOO.
3) Client receives notification from the server and changes its local copy of ABC to FOO.
4) Server receives the set operation and changes the official value of ABC to BAR, but never notifies the client that sent the set operation that the value is now BAR.
Without this option, the client that set the value to BAR never hears from the server that the official copy has been updated to BAR, and thus gets stuck with a value of FOO.

@ -1,5 +1,5 @@
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@ -10454,7 +10454,9 @@
</member>
<member name="P:Fusion.NetworkObject.IsValid">
<summary>
Returns if this network entity is associated with its <see cref="T:Fusion.NetworkRunner"/>, and that runner is not null.
Returns true while a NetworkObject is valid (after it is spawned until it is despawned).
While this property is true, Networked Properties and RPCs on the NetworkObject can be used.
Internally, the property validates whether a NetworkObject is associated with its <see cref="T:Fusion.NetworkRunner"/>, and that runner is not null.
</summary>
</member>
<member name="P:Fusion.NetworkObject.IsInSimulation">
@ -11055,7 +11057,7 @@
</member>
<member name="F:Fusion.NetworkObjectHeaderFlags.Struct">
<summary>
Flag indicating that the object is a struct.
Flag indicating that the object has no prefab. (Mainly internal data).
</summary>
</member>
<member name="F:Fusion.NetworkObjectHeaderFlags.StructArray">
@ -11294,6 +11296,9 @@
Meta information about a network object.
</summary>
</member>
<member name="P:Fusion.NetworkObjectMeta.Flags">
<summary> The flags indicating various states or properties of the network object. </summary>
</member>
<member name="P:Fusion.NetworkObjectMeta.Type">
<summary>Get the NetworkObjectTypeId of this object.</summary>
</member>
@ -11306,9 +11311,6 @@
<member name="P:Fusion.NetworkObjectMeta.NestingKey">
<summary>The nesting key of the network object.</summary>
</member>
<member name="P:Fusion.NetworkObjectMeta.Flags">
<summary> The flags indicating various states or properties of the network object. </summary>
</member>
<member name="P:Fusion.NetworkObjectMeta.StateAuthority">
<summary>Get the Player that has state authority over this object.</summary>
</member>
@ -12216,7 +12218,7 @@
The RPC method can include an empty <see cref="T:Fusion.RpcInfo"/> argument, that will include meta information about the RPC on the receiving peer.
<para>Example:</para>
<code>
| [Rpc(RpcSources.All, RpcTargets.All, InvokeLocal = false, InvokeResim = false, Channel = RpcChannel.Reliable, TickAligned = true)]<br></br>
| [Rpc(RpcSources.All, RpcTargets.All, InvokeLocal = false, Channel = RpcChannel.Reliable, TickAligned = true)]<br></br>
| public void RPC_Configure(NetworkObject no, string name, Color color, RpcInfo info = default) { }
</code>
To target a specific Player, use the <see cref="T:Fusion.RpcTargetAttribute"/>:
@ -12523,7 +12525,7 @@
</member>
<member name="F:Fusion.RpcLocalInvokeResult.NotInvokableDuringResim">
<summary>
Not invoked locally because InvokeResim is false and simulation stage is <see cref="F:Fusion.SimulationStages.Resimulate"/>
Not invoked locally because simulation stage is <see cref="F:Fusion.SimulationStages.Resimulate"/>
</summary>
</member>
<member name="F:Fusion.RpcLocalInvokeResult.InsufficientSourceAuthority">
@ -13082,6 +13084,14 @@
<member name="P:Fusion.NetworkRunner.ReliableDataSendRate">
<inheritdoc cref="P:Fusion.Simulation.ReliableDataSendRate"/>
</member>
<member name="P:Fusion.NetworkRunner.LocalAddress">
<summary>
Bound Address of the internal socket used for direct connection in Server/Host Mode.
On the Host/Server this address contains the address/port that was passed into StartGame.
When forwarding ports on the router/ firewall this port should be used as the internal port for the forwarding. The external port can either be the same value or any port.
Note: This is not the public address of the server or the address / port that was discovered via NAT Punchthrough.
</summary>
</member>
<member name="P:Fusion.NetworkRunner.SceneManager">
<summary>
Returns the <see cref="T:Fusion.INetworkSceneManager"/> instance.
@ -14772,9 +14782,6 @@
Make a copy of the <see cref="T:Fusion.NetworkProjectConfig"/>.
</summary>
</member>
<member name="M:Fusion.NetworkProjectConfig.SanityCheck">
<inheritdoc cref="M:Fusion.IConfigurationSanityCheck.SanityCheck"/>
</member>
<member name="M:Fusion.NetworkProjectConfig.ToString">
<summary>
ToString() implementation.
@ -16764,6 +16771,14 @@
<param name="player">Player to check</param>
<returns>True if the Player is interested in the NetworkObjectMeta, false otherwise</returns>
</member>
<member name="M:Fusion.Simulation.IsInputAuthority(Fusion.PlayerRef,Fusion.PlayerRef)">
<summary>
Check if a Player is the Input Authority over an NetworkObjectMeta
</summary>
<param name="inputAuthority">NetworkObjectMeta to check</param>
<param name="playerRef">Player to check</param>
<returns>True if the Player is the Input Authority over the NetworkObjectMeta, false otherwise</returns>
</member>
<member name="M:Fusion.Simulation.IsInputAuthority(Fusion.NetworkObjectMeta,Fusion.PlayerRef)">
<summary>
Check if a Player is the Input Authority over an NetworkObjectMeta
@ -16981,11 +16996,6 @@
Relay based shared world model
</summary>
</member>
<member name="M:Fusion.IConfigurationSanityCheck.SanityCheck">
<summary>
Sanity check the configuration to a valid state.
</summary>
</member>
<member name="T:Fusion.SimulationConfig">
<summary>
Project configuration settings specific to how the Simulation class behaves.
@ -17106,6 +17116,13 @@
If, in host mode, we should allow host migration if the current host leaves.
</summary>
</member>
<member name="F:Fusion.SimulationConfig.MaxObjectDestroysSentPerPacket">
<summary>
The amount of object destroys Fusion sends per packet.
Increasing this value means Fusion prioritizes sending more destroys before regular state changes.
Setting this value to 255, can help with problems when unloading scenes with many runtime spawned objects (such as Spawned/Despawned being called on those objects multiple times).
</summary>
</member>
<member name="P:Fusion.SimulationConfig.InputTotalWordCount">
<summary>
@ -17121,9 +17138,6 @@
</summary>
</member>
<member name="M:Fusion.SimulationConfig.SanityCheck">
<inheritdoc cref="M:Fusion.IConfigurationSanityCheck.SanityCheck"/>
</member>
<member name="T:Fusion.HeapConfiguration">
<summary>
Memory Heap Settings
@ -17154,9 +17168,6 @@
ToString
</summary>
</member>
<member name="M:Fusion.HeapConfiguration.SanityCheck">
<inheritdoc cref="M:Fusion.IConfigurationSanityCheck.SanityCheck"/>
</member>
<member name="T:Fusion.NetworkConfiguration">
<summary>
Main network configuration class.
@ -17236,9 +17247,6 @@
Convert this <see cref="T:Fusion.NetworkProjectConfig"/> into a <see cref="T:Fusion.Sockets.NetConfig"/> using the <see cref="T:Fusion.Sockets.NetAddress"/> as reference.
</summary>
</member>
<member name="M:Fusion.NetworkConfiguration.SanityCheck">
<inheritdoc cref="M:Fusion.IConfigurationSanityCheck.SanityCheck"/>
</member>
<member name="T:Fusion.NetworkSimulationConfiguration">
<summary>
Configuration for network conditions simulation (induced latency and loss).
@ -17318,9 +17326,6 @@
</summary>
<returns>A new <see cref="T:Fusion.Sockets.NetConfigSimulation"/> based on the current configuration.</returns>
</member>
<member name="M:Fusion.NetworkSimulationConfiguration.SanityCheck">
<inheritdoc cref="M:Fusion.IConfigurationSanityCheck.SanityCheck"/>
</member>
<member name="T:Fusion.TimeSyncConfiguration">
<summary>
Time Synchronization Configuration
@ -17767,66 +17772,27 @@
Reduces errors at a constant rate using an on-off controller.
</summary>
</member>
<member name="T:Fusion.VariableFeedback">
<member name="P:Fusion.Instant.Input">
<summary>
Reduces errors at a variable rate using a PID controller.
The clock used to send inputs to the server. Later than Local by input delay. Currently input delay is always 0.
</summary>
</member>
<member name="T:Fusion.NetworkPhysicsInfo">
<member name="P:Fusion.Instant.Local">
<summary>
Network Physics <see cref="T:Fusion.INetworkStruct"/>
Local (or "simulation") time is the clock used to drive FixedUpdateNetwork. It is the tick FixedNetworkUpdate
should simulate up to.
</summary>
</member>
<member name="F:Fusion.NetworkPhysicsInfo.WORD_COUNT">
<member name="P:Fusion.Instant.Remote">
<summary>
<see cref="T:Fusion.NetworkPhysicsInfo"/> Word Count
Remote (or "interpolation") time is the clock used to select pairs of snapshots for interpolating remote
(proxy) objects.
</summary>
</member>
<member name="F:Fusion.NetworkPhysicsInfo.SIZE">
<summary>
<see cref="T:Fusion.NetworkPhysicsInfo"/> Total Size
</summary>
</member>
<member name="F:Fusion.NetworkPhysicsInfo.TimeScale">
<summary>
<see cref="T:Fusion.NetworkPhysicsInfo"/> Time Scale
</summary>
</member>
<member name="T:Fusion.INetworkStruct">
<summary>
Base interface for all Fusion Network Structs
</summary>
</member>
<member name="T:Fusion.NetworkInputUtils">
<summary>
Utility methods for <see cref="T:Fusion.NetworkInput"/>
</summary>
</member>
<member name="M:Fusion.NetworkInputUtils.GetMaxWordCount">
<summary>
Get the max word count from all registered types
</summary>
</member>
<member name="M:Fusion.NetworkInputUtils.GetWordCount(System.Type)">
<summary>
Get Type Word Count if it is of type <see cref="T:Fusion.NetworkInput"/>
</summary>
<param name="type">Type to check for word count</param>
<returns>Number of words for the <see cref="T:Fusion.NetworkInput"/></returns>
</member>
<member name="M:Fusion.NetworkInputUtils.GetTypeKey(System.Type)">
<summary>
Get the Key associate with the argument Type
</summary>
<param name="type">Type to check for the key</param>
<returns>Associated Type Key, or an exception if not found</returns>
</member>
<member name="M:Fusion.NetworkInputUtils.GetType(System.Int32)">
<member name="T:Fusion.VariableFeedback">
<summary>
Get the Type based on its associate Key
Reduces errors at a variable rate using a PID controller.
</summary>
<param name="typeKey">Key associated with a Type</param>
<returns>Type associated with the Key, or null otherwise</returns>
</member>
<member name="T:Fusion.NetworkInput">
<summary>
@ -17886,6 +17852,62 @@
Checks if this <see cref="T:Fusion.INetworkInput"/> is of a certain type
</summary>
</member>
<member name="T:Fusion.NetworkPhysicsInfo">
<summary>
Network Physics <see cref="T:Fusion.INetworkStruct"/>
</summary>
</member>
<member name="F:Fusion.NetworkPhysicsInfo.WORD_COUNT">
<summary>
<see cref="T:Fusion.NetworkPhysicsInfo"/> Word Count
</summary>
</member>
<member name="F:Fusion.NetworkPhysicsInfo.SIZE">
<summary>
<see cref="T:Fusion.NetworkPhysicsInfo"/> Total Size
</summary>
</member>
<member name="F:Fusion.NetworkPhysicsInfo.TimeScale">
<summary>
<see cref="T:Fusion.NetworkPhysicsInfo"/> Time Scale
</summary>
</member>
<member name="T:Fusion.INetworkStruct">
<summary>
Base interface for all Fusion Network Structs
</summary>
</member>
<member name="T:Fusion.NetworkInputUtils">
<summary>
Utility methods for <see cref="T:Fusion.NetworkInput"/>
</summary>
</member>
<member name="M:Fusion.NetworkInputUtils.GetMaxWordCount">
<summary>
Get the max word count from all registered types
</summary>
</member>
<member name="M:Fusion.NetworkInputUtils.GetWordCount(System.Type)">
<summary>
Get Type Word Count if it is of type <see cref="T:Fusion.NetworkInput"/>
</summary>
<param name="type">Type to check for word count</param>
<returns>Number of words for the <see cref="T:Fusion.NetworkInput"/></returns>
</member>
<member name="M:Fusion.NetworkInputUtils.GetTypeKey(System.Type)">
<summary>
Get the Key associate with the argument Type
</summary>
<param name="type">Type to check for the key</param>
<returns>Associated Type Key, or an exception if not found</returns>
</member>
<member name="M:Fusion.NetworkInputUtils.GetType(System.Int32)">
<summary>
Get the Type based on its associate Key
</summary>
<param name="typeKey">Key associated with a Type</param>
<returns>Type associated with the Key, or null otherwise</returns>
</member>
<member name="T:Fusion.NetworkStructUtils">
<summary>
Utility methods for <see cref="T:Fusion.INetworkStruct"/>

@ -3852,9 +3852,9 @@
This concentrates the basics for serialization and cloning
</summary>
</member>
<member name="F:Fusion.Protocol.Message.CustomDataLenght">
<member name="F:Fusion.Protocol.Message.CustomDataLength">
<summary>
Max Lenght of the Custom Data
Max Length of the Custom Data
</summary>
</member>
<member name="F:Fusion.Protocol.Message.ProtocolVersion">
@ -3906,7 +3906,7 @@
</summary>
<param name="stream">Buffer to read from or write into the data of the Message</param>
</member>
<member name="M:Fusion.Protocol.Message.CheckCompability(Fusion.Protocol.ProtocolMessageVersion,System.Version,System.Version)">
<member name="M:Fusion.Protocol.Message.CheckCompatibility(Fusion.Protocol.ProtocolMessageVersion,System.Version,System.Version)">
<summary>
Check if this Message is compatible with target versions
</summary>

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