The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
471 lines
22 KiB
C#
471 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor
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{
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/// <summary>
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/// This <see cref="CustomEditor"/> handles the translation between the <see cref="NetworkConfig"/> and
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/// the <see cref="NetworkManager"/> properties.
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/// </summary>
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[CustomEditor(typeof(NetworkManager), true)]
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[CanEditMultipleObjects]
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public class NetworkManagerEditor : NetcodeEditorBase<NetworkManager>
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{
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private static GUIStyle s_CenteredWordWrappedLabelStyle;
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private static GUIStyle s_HelpBoxStyle;
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// Properties
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private SerializedProperty m_RunInBackgroundProperty;
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private SerializedProperty m_LogLevelProperty;
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// NetworkConfig
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private SerializedProperty m_NetworkConfigProperty;
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// NetworkConfig fields
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private SerializedProperty m_PlayerPrefabProperty;
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private SerializedProperty m_ProtocolVersionProperty;
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private SerializedProperty m_NetworkTransportProperty;
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private SerializedProperty m_TickRateProperty;
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#if MULTIPLAYER_SERVICES_SDK_INSTALLED
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private SerializedProperty m_AutoSpawnPlayerPrefabClientSide;
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private SerializedProperty m_NetworkTopologyProperty;
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#endif
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private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
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private SerializedProperty m_ConnectionApprovalProperty;
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private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
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private SerializedProperty m_ForceSamePrefabsProperty;
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private SerializedProperty m_EnableSceneManagementProperty;
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private SerializedProperty m_RecycleNetworkIdsProperty;
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private SerializedProperty m_NetworkIdRecycleDelayProperty;
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private SerializedProperty m_SpawnTimeOutProperty;
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private SerializedProperty m_RpcHashSizeProperty;
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private SerializedProperty m_LoadSceneTimeOutProperty;
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private SerializedProperty m_PrefabsList;
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private SerializedProperty m_NetworkProfileMetrics;
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private SerializedProperty m_NetworkMessageMetrics;
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private NetworkManager m_NetworkManager;
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private bool m_Initialized;
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private readonly List<Type> m_TransportTypes = new List<Type>();
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private string[] m_TransportNames = { "Select transport..." };
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private void ReloadTransports()
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{
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m_TransportTypes.Clear();
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var assemblies = AppDomain.CurrentDomain.GetAssemblies();
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foreach (var assembly in assemblies)
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{
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var types = assembly.GetTypes();
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foreach (var type in types)
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{
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if (type.IsSubclassOf(typeof(NetworkTransport)) && !type.IsSubclassOf(typeof(TestingNetworkTransport)) && type != typeof(TestingNetworkTransport))
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{
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m_TransportTypes.Add(type);
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}
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}
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}
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m_TransportNames = new string[m_TransportTypes.Count + 1];
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m_TransportNames[0] = "Select transport...";
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for (int i = 0; i < m_TransportTypes.Count; i++)
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{
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m_TransportNames[i + 1] = m_TransportTypes[i].Name;
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}
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}
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private void Initialize()
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{
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if (m_Initialized)
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{
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return;
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}
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m_Initialized = true;
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m_NetworkManager = (NetworkManager)target;
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// Base properties
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m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
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m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
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m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
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// NetworkConfig properties
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m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
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m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
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m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
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m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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#if MULTIPLAYER_SERVICES_SDK_INSTALLED
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m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
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// Only display the auto spawn property when the distributed authority network topology is selected
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if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
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{
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m_AutoSpawnPlayerPrefabClientSide = m_NetworkConfigProperty.FindPropertyRelative("AutoSpawnPlayerPrefabClientSide");
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}
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#endif
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m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
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m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
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m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
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m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
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m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
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m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
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m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
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m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
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m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
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m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfileMetrics");
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#if MULTIPLAYER_TOOLS
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m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
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#endif
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m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
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m_PrefabsList = m_NetworkConfigProperty
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.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
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.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
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ReloadTransports();
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}
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private void CheckNullProperties()
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{
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// Base properties
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m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
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m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
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m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
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// NetworkConfig properties
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m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab));
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m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
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m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
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m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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#if MULTIPLAYER_SERVICES_SDK_INSTALLED
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m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
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// Only display the auto spawn property when the distributed authority network topology is selected
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if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
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{
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m_AutoSpawnPlayerPrefabClientSide = m_NetworkConfigProperty.FindPropertyRelative("AutoSpawnPlayerPrefabClientSide");
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}
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#endif
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m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
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m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
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m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
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m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
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m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
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m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
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m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
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m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
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m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
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m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfilingMetrics");
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#if MULTIPLAYER_TOOLS
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m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
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#endif
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m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
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m_PrefabsList = m_NetworkConfigProperty
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.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
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.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
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}
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private void DisplayNetworkManagerProperties()
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{
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if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
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EditorGUILayout.PropertyField(m_LogLevelProperty);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
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#if MULTIPLAYER_SERVICES_SDK_INSTALLED
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EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
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#endif
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EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
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EditorGUILayout.PropertyField(m_NetworkTransportProperty);
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if (m_NetworkTransportProperty.objectReferenceValue == null)
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{
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EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
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int selection = EditorGUILayout.Popup(0, m_TransportNames);
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if (selection > 0)
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{
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ReloadTransports();
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var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
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m_NetworkTransportProperty.objectReferenceValue = transportComponent;
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Repaint();
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}
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}
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EditorGUILayout.PropertyField(m_TickRateProperty);
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EditorGUILayout.PropertyField(m_SpawnTimeOutProperty);
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EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
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if (m_NetworkManager.NetworkConfig.ConnectionApproval)
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{
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EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
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}
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EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty, new GUIContent("NetworkVariable Length Safety"));
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EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
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if (m_NetworkManager.NetworkConfig.RecycleNetworkIds)
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{
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EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
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}
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EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
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EditorGUILayout.PropertyField(m_NetworkProfileMetrics);
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#if MULTIPLAYER_TOOLS
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EditorGUILayout.PropertyField(m_NetworkMessageMetrics);
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#endif
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
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#if MULTIPLAYER_SERVICES_SDK_INSTALLED
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// Only display the auto spawn property when the distributed authority network topology is selected
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if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
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{
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EditorGUILayout.PropertyField(m_AutoSpawnPlayerPrefabClientSide, new GUIContent("Auto Spawn Player Prefab"));
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}
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#endif
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EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
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if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
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{
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EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
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if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
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{
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// Default directory
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var directory = "Assets/";
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var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
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if (assetPath == "")
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{
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assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
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}
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if (assetPath != "")
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{
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directory = Path.GetDirectoryName(assetPath);
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}
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else
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{
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#if UNITY_2021_1_OR_NEWER
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var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
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#else
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var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
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#endif
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if (prefabStage != null)
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{
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var prefabPath = prefabStage.assetPath;
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if (!string.IsNullOrEmpty(prefabPath))
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{
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directory = Path.GetDirectoryName(prefabPath);
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}
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}
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if (m_NetworkManager.gameObject.scene != null)
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{
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var scenePath = m_NetworkManager.gameObject.scene.path;
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if (!string.IsNullOrEmpty(scenePath))
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{
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directory = Path.GetDirectoryName(scenePath);
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}
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}
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}
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var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
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string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
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Debug.Log("Saving migrated Network Prefabs List to " + path);
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AssetDatabase.CreateAsset(networkPrefabs, path);
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EditorUtility.SetDirty(m_NetworkManager);
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}
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}
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else
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{
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if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
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{
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EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
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}
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EditorGUILayout.PropertyField(m_PrefabsList);
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}
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Scene Management Settings", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
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if (m_NetworkManager.NetworkConfig.EnableSceneManagement)
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{
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EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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private void DisplayCallToActionButtons()
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{
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if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
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{
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string buttonDisabledReasonSuffix = "";
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if (!EditorApplication.isPlaying)
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{
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buttonDisabledReasonSuffix = ". This can only be done in play mode";
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GUI.enabled = false;
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}
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if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
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{
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if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartHost();
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}
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if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartServer();
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}
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if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartClient();
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}
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}
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else
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{
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if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartClient();
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}
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}
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if (!EditorApplication.isPlaying)
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{
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GUI.enabled = true;
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}
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}
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else
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{
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string instanceType = string.Empty;
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if (m_NetworkManager.IsHost)
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{
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instanceType = "Host";
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}
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else if (m_NetworkManager.IsServer)
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{
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instanceType = "Server";
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}
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else if (m_NetworkManager.IsClient)
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{
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instanceType = "Client";
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}
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EditorGUILayout.HelpBox("You cannot edit the NetworkConfig when a " + instanceType + " is running.", MessageType.Info);
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if (GUILayout.Button(new GUIContent("Stop " + instanceType, "Stops the " + instanceType + " instance.")))
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{
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m_NetworkManager.Shutdown();
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}
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}
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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var networkManager = target as NetworkManager;
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Initialize();
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CheckNullProperties();
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#if !MULTIPLAYER_TOOLS
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DrawInstallMultiplayerToolsTip();
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#endif
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void SetExpanded(bool expanded) { networkManager.NetworkManagerExpanded = expanded; };
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DrawFoldOutGroup<NetworkManager>(networkManager.GetType(), DisplayNetworkManagerProperties, networkManager.NetworkManagerExpanded, SetExpanded);
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DisplayCallToActionButtons();
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base.OnInspectorGUI();
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}
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private static void DrawInstallMultiplayerToolsTip()
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{
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const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
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const string openDocsButtonText = "Open Docs";
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const string dismissButtonText = "Dismiss";
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const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
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const string infoIconName = "console.infoicon";
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if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
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{
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return;
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}
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if (s_CenteredWordWrappedLabelStyle == null)
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{
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s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label)
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{
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wordWrap = true,
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alignment = TextAnchor.MiddleLeft
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};
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}
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if (s_HelpBoxStyle == null)
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{
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s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox)
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{
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padding = new RectOffset(10, 10, 10, 10)
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};
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}
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var openDocsButtonStyle = GUI.skin.button;
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var dismissButtonStyle = EditorStyles.linkLabel;
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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GUILayout.BeginHorizontal(s_HelpBoxStyle, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
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|
{
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|
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(infoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
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GUILayout.Space(4);
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|
GUILayout.Label(getToolsText, s_CenteredWordWrappedLabelStyle, GUILayout.ExpandHeight(true));
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|
|
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GUILayout.Space(4);
|
|
|
|
GUILayout.BeginVertical();
|
|
GUILayout.FlexibleSpace();
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|
if (GUILayout.Button(openDocsButtonText, openDocsButtonStyle, GUILayout.Width(90), GUILayout.Height(30)))
|
|
{
|
|
Application.OpenURL(targetUrl);
|
|
}
|
|
GUILayout.FlexibleSpace();
|
|
GUILayout.EndVertical();
|
|
|
|
GUILayout.Space(4);
|
|
|
|
GUILayout.BeginVertical();
|
|
GUILayout.FlexibleSpace();
|
|
if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false)))
|
|
{
|
|
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(1);
|
|
}
|
|
EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);
|
|
GUILayout.FlexibleSpace();
|
|
GUILayout.EndVertical();
|
|
}
|
|
GUILayout.EndHorizontal();
|
|
GUILayout.FlexibleSpace();
|
|
GUILayout.EndHorizontal();
|
|
|
|
GUILayout.Space(10);
|
|
}
|
|
}
|
|
}
|