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Copy file name to clipboardExpand all lines: README.md
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# Ready Player Me Unity SDK - Netcode Support
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This provides support for loading RPM avatar in a multiplayer application using [Netcode](https://unity.com/products/netcode) and [Ready Player Me Unity SDK](https://github.com/readyplayerme/rpm-unity-sdk-core). It also provides a working sample of a multiplayer.
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This can be used as a reference for anyone wanting to use Ready Player Me Unity SDK to create a multiplayer using Unity Netcode.
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The sample showcases a rudimentary PvP fighting game (e.g., Street Fighter, Tekken).
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This provides support for loading RPM avatar in a multiplayer application using [Netcode](https://unity.com/products/netcode) and [Ready Player Me Unity SDK](https://github.com/readyplayerme/rpm-unity-sdk-core). This can be used as a reference for anyone wanting to use Ready Player Me Unity SDK to create a multiplayer using Unity Netcode. It also provides a working samples:
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- Avatar Control - It showcases how to have a simple controls for avatar in a multiplayer game.
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- Basic Fighting Game - It showcases a rudimentary PvP fighting game (e.g., Street Fighter, Tekken).
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> Note: This sample doesn't contain a completed game but rather a working example of a very basic multiplayer fighting game.
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> Note: These sample doesn't contain a completed games but rather a working example of a very basic multiplayer.
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## Requirements
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- Unity Version 2021.3 or higher
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- Multiplayer Tools - v1.1.0
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## Installation
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- Copy git URL by clicking on green CODE button and then by clicking on copy button as shown.
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- Copy git URL by clicking on green Code button and then by clicking on copy button as shown.
- To get support for [Client Network Transform](https://docs-multiplayer.unity3d.com/netcode/current/components/networktransform/#owner-authoritative-mode) a package has to be installed manually.
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Copy the following url and past in `Add package from git URL` window in package manager.
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```
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## Testing the Sample Project
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### Avatar Control
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- Select Ready Player Me Netcode Support in Package manager and import the Avatar Control sample.
- A component that synchronizes the state of an Animator between a server and client(s).
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## TODO
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- Use [Network Animator](https://docs-multiplayer.unity3d.com/netcode/current/learn/dilmer/networkanimator/) instead of syncing animator parameters using network variable.
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- Fix player rotation sync.
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- Animation for fireball.
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## Known Issues
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-**Avatar Partially Loading:** If you did not use a Texture Atlas size selected in yout Avatar Config, you will receive avatar in multiple meshes and you might observe only eyes of the avatar being loaded and that you are getting an `IndexOutOfRangeException: Index was outside the bounds of the array.` error message. Multiple mesh avatars are not yet supported in the package so please use a config with atlas size selected.
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-**Shared Access Violation Error:** When you test your build locally, all the game instances will try to write avatar file at the same time due to first time download and cause a file read error. Even though remote players won't experience this issue it is troubling while testing your app. You might test with same avatars and after they are cached this issue should not occur.
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