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Feat: Readme Updates [MTT-5460] #96

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5 changes: 4 additions & 1 deletion Basic/2DSpaceShooter/Assets/Readme.asset
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Expand Up @@ -24,7 +24,10 @@ MonoBehaviour:
url: https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-spaceshooter/index.html
- heading:
text: The entry scene for this game is the network scene. From there a game can
be hosted or an existing game can be joined.
be hosted or an existing game can be joined. Control the ship using WASD and
shoot asteroids (or other players!) using the spacebar. Fly over pickups in
the scene to get different temporary buffs for your ship (like increased fly
speed or shooting extra bullets).
linkText:
url:
- heading:
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Expand Up @@ -134,7 +134,7 @@ PlayerSettings:
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43 changes: 35 additions & 8 deletions Basic/2DSpaceShooter/README.md
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## 2D Space Shooter
# 2D Space Shooter

This is a UNet sample project converted to Netcode for GameObjects.
![UnityVersion](https://img.shields.io/badge/Unity%20Version:-2021.3%20LTS-57b9d3.svg?logo=unity&color=2196F3)
![NetcodeVersion](https://img.shields.io/badge/Netcode%20Version:-1.2.0-57b9d3.svg?logo=unity&color=2196F3)
[![LatestRelease](https://img.shields.io/badge/Latest%20%20Github%20Release:-v1.2.0-57b9d3.svg?logo=github&color=brightgreen)](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/releases/tag/v1.2.0)
<br><br>

## Sample Features
This is a UNet sample project converted to Netcode for GameObjects. The 2DSpaceShooter sample is a bitesize sample designed to demonstrate networked 2D and physics-based character movement.
<br><br>

This sample shows you:
# Sample Overview
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- Server authorative physics based movement
- Managing health and a list of buffs for your players in a multiplayer game
In this sample, learn more about:

- Server authorative physics based movement using Netcode for GameObject's `NetworkRigidbody2D` component
- Managing health and a list of buffs for your players in a multiplayer game with a `NetworkVariable`
- How to pool network objects such as bullets and asteroids to improve performance
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<br><br>
---
### 💡 Documentation
Check out our [Bitesize Samples documentation](https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-introduction) for a more in-depth technical breakdown of our engineering decisions and why the sample works the way it does.

---
<br>

## Exploring the Sample

The entry scene for this game is the network scene. From there a game can be hosted or an existing game can be joined. Control the ship using WASD and shoot asteroids (or other players!) using the spacebar. Fly over pickups in the scene to get different temporary buffs for your ship (like increased fly speed or shooting extra bullets).
<br><br>


---
### 💡 Bitesize Readme
Check out our main [Bitesize Samples GitHub Readme](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize#readme) for more documentation, resources, releases, contribution guidelines, and our feedback form.

---
<br>

## Future Work
- Add a way to assign a player name to each player.
[![Documentation](https://img.shields.io/badge/Unity-bitesize--docs-57b9d3.svg?logo=unity&color=2196F3)](https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-introduction)
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[![Forums](https://img.shields.io/badge/Unity-multiplayer--forum-57b9d3.svg?logo=unity&color=2196F3)](https://forum.unity.com/forums/multiplayer.26/)
[![Discord](https://img.shields.io/discord/449263083769036810.svg?label=discord&logo=discord&color=5865F2)](https://discord.gg/FM8SE9E)
5 changes: 4 additions & 1 deletion Basic/ClientDriven/Assets/Readme.asset
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Expand Up @@ -26,7 +26,10 @@ MonoBehaviour:
url: https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-clientdriven/index.html
- heading:
text: The entry scene for this game is the Bootstrap scene. From there a game
can be hosted or an existing game can be joined.
can be hosted or an existing game can be joined. Run around the scene using
WASD, and pick up orbs using the spacebar. Convert orbs from one color to another
by dropping them in the converters in the middle of the level. Deposit orbs
into the drop spots of the same color to earn points.
linkText:
url:
- heading:
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2 changes: 1 addition & 1 deletion Basic/ClientDriven/ProjectSettings/ProjectSettings.asset
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Expand Up @@ -134,7 +134,7 @@ PlayerSettings:
16:10: 1
16:9: 1
Others: 1
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bundleVersion: 1.2.0
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metroInputSource: 0
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41 changes: 36 additions & 5 deletions Basic/ClientDriven/README.md
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# Client Driven

This is a sample project oriented to Client Driven behaviour using Netcode for GameObjects. In this sample you will learn more about Client driven movements, networked physics, spawning vs statically placed objects, object reparenting
![UnityVersion](https://img.shields.io/badge/Unity%20Version:-2021.3%20LTS-57b9d3.svg?logo=unity&color=2196F3)
![NetcodeVersion](https://img.shields.io/badge/Netcode%20Version:-1.2.0-57b9d3.svg?logo=unity&color=2196F3)
[![LatestRelease](https://img.shields.io/badge/Latest%20%20Github%20Release:-v1.2.0-57b9d3.svg?logo=github&color=brightgreen)](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/releases/tag/v1.2.0)
<br><br>

## Sample feature
The ClientDriven sample is a sample project made with Netcode for GameObjects designed to demonstrate responsive 3rd-person WASD character movements even under unfavourable network conditions.
<br><br>

Making movements feel responsive while staying consistent over multiple game executables is a challenge for many networked games. ClientDriven's aim is to create a quick sample to show responsive character movements that don't feel sluggish, even under bad network conditions.
It also provides a client side object detection with server side pickup, showing client driven patterns and networked object reparenting.
These physics objects are spawned server side at regular intervals and can be pushed around by client driven players.
# Sample Overview
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In this sample, learn more about:

- Client driven movements
- Networked physics
- Spawning vs in-scene placed `NetworkObjects`
- `NetworkObject` parenting (client side object detection with server side pickup)
<br><br>
---
### 💡 Documentation
Check out our [Bitesize Samples documentation](https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-introduction) for a more in-depth technical breakdown of our engineering decisions and why the sample works the way it does.

---
<br>

## Exploring the Sample
The entry scene for this game is the Bootstrap scene. From there a game can be hosted or an existing game can be joined. Run around the scene using WASD, and pick up orbs using the spacebar. Convert orbs from one color to another by dropping them in the converters in the middle of the level. Deposit orbs into the drop spots of the same color to earn points.
<br><br>

---
### 💡 Bitesize Readme
Check out our main [Bitesize Samples GitHub Readme](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize#readme) for more documentation, resources, releases, contribution guidelines, and our feedback form.

---
<br>

[![Documentation](https://img.shields.io/badge/Unity-bitesize--docs-57b9d3.svg?logo=unity&color=2196F3)](https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-introduction)
[![Forums](https://img.shields.io/badge/Unity-multiplayer--forum-57b9d3.svg?logo=unity&color=2196F3)](https://forum.unity.com/forums/multiplayer.26/)
[![Discord](https://img.shields.io/discord/449263083769036810.svg?label=discord&logo=discord&color=5865F2)](https://discord.gg/FM8SE9E)
83 changes: 83 additions & 0 deletions Basic/DynamicAddressablesNetworkPrefabs/Assets/Readme.asset
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title: 'Dynamic Prefabs: A Bitesize Sample'
sections:
- heading:
text:
linkText:
url:
- heading: 'Exploring the Sample:'
text:
linkText:
url:
- heading:
text: 'The Dynamic Prefabs sample showcases the available use-cases for the dynamic
prefab system, which allows us to add new spawnable prefabs at runtime. '
linkText:
url:
- heading:
text: Each scene in the project showcases a different, isolated feature of the
API, allowing for easy extraction into other projects. We suggest exploring
them in sequential order to get an understanding of the flow of dynamically
loading and spawning network prefabs.
linkText:
url:
- heading:
text: Scenes 00-04 showcase example use-cases for the Dynamic Prefabs system,
and scene 05 serves as an API playground to test how all of the use-cases in
can work tandem. Please see our code comments for implemetation details on
each use-case.
linkText:
url:
- heading: ' '
text:
linkText:
url:
- heading:
text: This sample also uses in-game UI (created using UI Toolkit) to interface
with the dynamic prefabs system with configurable options like artificial latency
and network spawn timeout for easy testing.
linkText:
url:
- heading: ' '
text:
linkText:
url:
- heading: 'To Learn More:'
text:
linkText:
url:
- heading:
text: For more information about this bitesize sample, check out the
linkText: Dynamic Prefabs bitesize sample documentation,
url: https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-dynamicprefabs/index.html
- heading:
text: 'as well as the GitHub repo Readme from the '
linkText: Bitesize Samples public GitHub repository.
url: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize
- heading:
text: Read more about Netcode and its built-in features from the
linkText: Netcode documentation.
url: https://docs-multiplayer.unity3d.com/
- heading: ' '
text:
linkText:
url:
- heading:
text: Also, check out our
linkText: Multiplayer Discord!
url: https://discord.gg/FM8SE9E
loadedLayout: 1

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