[Add] FishNet

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2026-03-30 20:11:57 +07:00
parent ee793a3361
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1797 changed files with 197950 additions and 1 deletions
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This demo shows how to use additive scenes per connection, both prewarming scenes on the server
as well hot-loading and unloading them on clients. AOI is separated by scenes and objects in
each scene, as well relative distance to the player.
Setup:
* Place scenes in build settings, AdditiveScene_Start first, then the remainder scenes.
* Start on AdditiveScene_Start for server and client.
On server:
* Start/press play and start server.
On client:
* Start/press play and start client.
Notes:
* All scenes are loaded immediately on the server using ServerScenePrewarmer.
When loaded they are marked to not automatically unload, and KeepUnused when unloading.
See ServerScenePrewarmer and LeveLoader notes for more details.
* The Player script is only used to move the player object on the server. It has no functionality
on the scene management. Waypoint is only used to tell the player where to move.
* Demo works as clientHost as well server or client only. Load multiple clients to see the
Observer system work on moving objects across different scenes!
* See NetworkManager > ObserverManager in AdditiveScene_Start to view ObserverConditions.
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using FishNet.Managing.Scened;
using FishNet.Object;
using UnityEngine;
namespace FishNet.Demo.AdditiveScenes
{
public class LevelLoader : NetworkBehaviour
{
private void OnTriggerEnter(Collider other)
{
if (!IsServerStarted)
return;
Player player = GetPlayerOwnedObject(other);
if (player == null)
return;
/* Create a lookup handle using this objects scene.
* This is one of many ways FishNet knows what scene to load
* for the clients. */
SceneLookupData lookupData = new(gameObject.scene);
SceneLoadData sld = new(lookupData)
{
/* Set automatically unload to false
* so the server does not unload this scene when
* there are no more connections in it. */
Options = new()
{
AutomaticallyUnload = false
},
/* Also move the client object to the new scene.
* This step is not required but may be desirable. */
MovedNetworkObjects = new NetworkObject[] { player.NetworkObject },
// Load scenes as additive.
ReplaceScenes = ReplaceOption.None,
// Set the preferred active scene so the client changes active scenes.
PreferredActiveScene = new(lookupData)
};
SceneManager.LoadConnectionScenes(player.Owner, sld);
}
private void OnTriggerExit(Collider other)
{
if (!IsServerStarted)
return;
Player player = GetPlayerOwnedObject(other);
if (player == null)
return;
/* Create a lookup handle using this objects scene.
* This is one of many ways FishNet knows what scene to load
* for the clients. */
SceneLookupData lookupData = new(gameObject.scene);
/* Tell server to keep unused when unloading. This will keep
* the scene even if there are no connections.
* This varies from AutomaticallyUnload slightly;
* automatically unload will remove the scene on the server
* if there are no more connections, such as if players
* were to disconnect. But when manually telling a scene to
* unload you must tell the server to keep it even if unused,
* if that is your preference. */
SceneUnloadData sud = new(lookupData)
{
Options = new()
{
Mode = UnloadOptions.ServerUnloadMode.KeepUnused
}
};
SceneManager.UnloadConnectionScenes(player.Owner, sud);
}
/// <summary>
/// Returns a Player script if the object is a player.
/// </summary>
/// <param name = "other"></param>
/// <returns></returns>
private Player GetPlayerOwnedObject(Collider other)
{
/* When an object exits this trigger unload the level for the client. */
Player player = other.GetComponent<Player>();
// Not the player object.
if (player == null)
return null;
// No owner??
if (!player.Owner.IsActive)
return null;
return player;
}
}
}
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using FishNet.Connection;
using FishNet.Object;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace FishNet.Demo.AdditiveScenes
{
public class Player : NetworkBehaviour
{
[SerializeField]
private Transform _ownerObjects;
[SerializeField]
private float _moveRate = 2f;
private List<Waypoint> _wayPoints = new();
private int _goalIndex;
private Vector3 _goalOffset;
private bool _foundWaypoints;
public override void OnOwnershipClient(NetworkConnection prevOwner)
{
_ownerObjects.gameObject.SetActive(IsOwner);
}
private void Update()
{
if (!TryFindWaypoints())
return;
Vector3 posGoal = _wayPoints[_goalIndex].transform.position + _goalOffset;
transform.position = Vector3.MoveTowards(transform.position, posGoal, _moveRate * Time.deltaTime);
Vector3 lookDirection = (posGoal - transform.position).normalized;
// Rotate to goal if there is a look direction.
if (lookDirection != Vector3.zero)
{
Quaternion rot = Quaternion.LookRotation((posGoal - transform.position).normalized, transform.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, rot, 270f * Time.deltaTime);
}
// If at goal set next goal.
if (transform.position == posGoal)
{
_goalIndex++;
// Reset index to 0 if at last goal.
if (_goalIndex >= _wayPoints.Count)
_goalIndex = 0;
}
}
private bool TryFindWaypoints()
{
if (_foundWaypoints)
return true;
//Only the server uses waypoints.
if (!IsServerStarted)
return false;
_wayPoints = FindObjectsOfType<Waypoint>().ToList();
/* There are expected 4 waypoints in this test -- if only
* one is found then the other scenes did not load yet. */
if (_wayPoints.Count != 4)
return false;
/* Stagger spawn position slightly depending on player count.
* Also inverse direction so players cross each other when more
* than one. This is just demo fanciness. */
if (ServerManager.Clients.Count % 2 == 0)
{
_goalOffset = new(-0.5f, 0f, 0f);
_wayPoints = _wayPoints.OrderBy(x => x.WaypointIndex).ToList();
}
else
{
_goalOffset = new(0.5f, 0f, 0f);
_wayPoints = _wayPoints.OrderByDescending(x => x.WaypointIndex).ToList();
}
// Snap to current waypoint.
transform.position = _wayPoints[0].transform.position + _goalOffset;
// Set goal to next waypoint.
_goalIndex = 1;
_foundWaypoints = true;
return true;
}
}
}
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using FishNet.Managing.Scened;
using FishNet.Object;
using GameKit.Dependencies.Utilities.Types;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace FishNet.Demo.AdditiveScenes
{
public class ServerScenePrewarmer : NetworkBehaviour
{
[SerializeField]
[Scene]
private string[] _scenes = new string[0];
public override void OnStartServer()
{
/* Load all the needed scenes at once.
* This is not really required in most situations
* but the server uses waypoints from each scene
* to move the players. The waypoints won't exist unless
* all scenes do. This can be seen in the Player
* script. */
/* Load scenes using the FishNet SceneManager, with automaticallyUnload
* as false. This will keep the scenes from unloading when a client
* disconnects or leaves the scene. */
foreach (string item in _scenes)
{
SceneLookupData lookupData = new(item);
SceneLoadData sld = new(lookupData)
{
Options = new()
{
AutomaticallyUnload = false
}
};
SceneManager.LoadConnectionScenes(sld);
}
}
}
}
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using UnityEngine;
namespace FishNet.Demo.AdditiveScenes
{
public class Waypoint : MonoBehaviour
{
public byte WaypointIndex;
}
}
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