[Add] FishNet

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2026-03-30 20:11:57 +07:00
parent ee793a3361
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This demo requires Fish-Networking Pro. Use of collider rollback for raycasts is displayed in this demo.
Setup:
* Start two editors or builds.
* Press play on each.
* Run one as server, and the other as client.
Notes:
* Red shows where the object was rolled back to on the server.
* Green shows where the object actually was on server.
* Rollback indicators in demo will not be correct when firing as clientHost.
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using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
public class DestroyAfterDelay : MonoBehaviour
{
[SerializeField]
private float _delay = 1f;
private void Awake()
{
Destroy(gameObject, _delay);
}
}
}
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using FishNet.Object;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
/// <summary>
/// DEMO. CODE IS NOT OPTIMIZED.
/// Aims the camera.
/// </summary>
public class Aim : NetworkBehaviour
{
public PlayerCamera PlayerCamera { get; private set; }
private readonly Vector3 _offset = new(0f, 1.65f, 0f);
public override void OnStartClient()
{
if (IsOwner)
PlayerCamera = Camera.main.transform.GetComponent<PlayerCamera>();
}
private void Update()
{
if (!IsOwner || PlayerCamera == null)
return;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
MoveAim();
MoveCamera();
}
/// <summary>
/// Aims camera.
/// </summary>
private void MoveAim()
{
float speed = 2f;
// Yaw.
transform.Rotate(new(0f, Input.GetAxis("Mouse X") * speed, 0f));
// Pitch.
float pitch = PlayerCamera.transform.eulerAngles.x - Input.GetAxis("Mouse Y") * speed;
/* If not signed on X then make it
* signed for easy clamping. */
if (pitch > 180f)
pitch -= 360f;
pitch = Mathf.Clamp(pitch, -89f, 89f);
PlayerCamera.transform.eulerAngles = new(pitch, transform.eulerAngles.y, transform.eulerAngles.z);
}
/// <summary>
/// Moves camera.
/// </summary>
private void MoveCamera()
{
PlayerCamera.transform.position = transform.position + _offset;
PlayerCamera.transform.rotation = Quaternion.Euler(PlayerCamera.transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
}
}
}
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using FishNet.Component.ColliderRollback;
using FishNet.Managing.Timing;
using FishNet.Object;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
/// <summary>
/// DEMO. CODE IS NOT OPTIMIZED.
/// Fires at objects.
/// </summary>
public class Fire : NetworkBehaviour
{
}
}
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using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
/// <summary>
/// DEMO. CODE IS NOT OPTIMIZED.
/// Doesn't do much...
/// </summary>
public class PlayerCamera : MonoBehaviour
{
/// <summary>
/// MuzzleFlash on the weapon.
/// </summary>
public Transform MuzzleFlash;
}
}
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using FishNet.Object;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
/// <summary>
/// DEMO. CODE IS NOT OPTIMIZED.
/// Moves the player around.
/// </summary>
public class PlayerMotor : NetworkBehaviour
{
[SerializeField]
private float _moveRate = 3f;
private CharacterController _characterController;
public override void OnStartClient()
{
if (IsOwner)
_characterController = GetComponent<CharacterController>();
}
private void Update()
{
if (IsOwner)
{
Move();
}
}
private void Move()
{
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return;
Vector3 gravity = new(0f, -10f, 0f);
Vector3 inputs = transform.TransformDirection(new(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical")));
_characterController.Move((gravity + inputs) * _moveRate * Time.deltaTime);
}
}
}
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using FishNet.Connection;
using FishNet.Object;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
/// <summary>
/// DEMO. CODE IS NOT OPTIMIZED.
/// Shows where an object was when client hit it, and where it was after server rolled it back.
/// </summary>
public class RollbackVisualizer : NetworkBehaviour
{
[SerializeField]
private GameObject _originalPrefab;
[SerializeField]
private GameObject _rollbackPrefab;
[SerializeField]
private TextCanvas _textCanvasPrefab;
/// <summary>
/// Shows difference between where object was when client shot it, and where it was after rollback.
/// </summary>
/// <param name = "original"></param>
/// <param name = "rolledBack"></param>
[Server]
public void ShowDifference(NetworkObject clientObject, Vector3 original, Vector3 rolledBack)
{
TargetShowDifference(clientObject.Owner, original, rolledBack);
}
[TargetRpc]
private void TargetShowDifference(NetworkConnection conn, Vector3 original, Vector3 rollback)
{
Instantiate(_originalPrefab, original, transform.rotation);
Instantiate(_rollbackPrefab, rollback, transform.rotation);
float difference = Vector3.Distance(original, rollback);
if (difference <= 0.00001f)
difference = 0f;
_differences.Add(difference);
if (_differences.Count > 20)
_differences.RemoveAt(0);
float averageDifference = _differences.Sum() / _differences.Count;
string accuracyText = IsServerStarted ? $"Accuracy will not show properly when as clientHost.{Environment.NewLine}Use a separate client and server for testing." : $"Difference {difference.ToString("0.000")}m. Average difference {averageDifference.ToString("0.000")}m.";
TextCanvas tc = Instantiate(_textCanvasPrefab);
tc.SetText(accuracyText);
Debug.Log(accuracyText);
}
private List<float> _differences = new();
}
}
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using UnityEngine;
using UnityEngine.UI;
namespace FishNet.Example.ColliderRollbacks
{
public class TextCanvas : MonoBehaviour
{
[SerializeField]
private Text _text;
private static TextCanvas _instance;
private void Awake()
{
if (_instance != null)
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public void SetText(string text)
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using FishNet.Object;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
public class Strafe : NetworkBehaviour
{
public float MoveRate = 2f;
public float MoveDistance = 3f;
private bool _movingRight = true;
private float _startX;
public override void OnStartServer()
{
_startX = transform.position.x;
}
private void Update()
{
if (IsServerStarted)
{
float x = _movingRight ? _startX + MoveDistance : _startX - MoveDistance;
Vector3 goal = new(x, transform.position.y, transform.position.z);
transform.position = Vector3.MoveTowards(transform.position, goal, MoveRate * Time.deltaTime);
if (transform.position == goal)
_movingRight = !_movingRight;
}
}
}
}
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