In this episode, we'll be reconstructing a solo live event system found in games like Fortnite. Our implementation includes both server-side (Go) and client-side (Unity) code.
The achievements system in Hiro allows players to contribute towards one time and recurring achievements in order to obtain exclusive rewards. In this episode, we use the achievements system to create a solo live event, making use of sub achievements to map player progression during the event.
/server
: Contains the Go code for the server-side logic./client
: Contains the Unity scripts for the client-side.
- Navigate to the
server
directory. - Copy the file across to your existing Nakama project. If you have an existing
main.go
file be sure to add the Hiro registration code fromserver/main.go
and base system definition JSON files. - Run the server.
- Navigate to the
client
directory. - Copy the scripts across to your Unity project.
- Be sure you have installed and configured Hiro in your Unity project.
- Initialize the
SoloLiveEventManager
as shown inclient/SoloLiveEventGameCoordinator.cs
. - Run the client.
- Solo Live Event System: Players can progress through a solo live event.
If you encounter any issues or have feedback on the implementation, please raise an issue in the main repository.