-
Notifications
You must be signed in to change notification settings - Fork 450
chore!: rename Prototyping asmdef to Components #1145
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
I personally like this much more. Prototyping can mean "unfinished stuff we're currently messing with". |
I mean one thing about prototyping that is implied is that it may not be something we keep. Where I feel component doesn't really reflect that. For example while yes we have a NetworkTransform now but its not in a complete state its in some sort of state of dev, same with NetworkAnimator or NetworkNavMeshAgent are these things we want to fully support at this moment? I thought that was the reason for having it in the prototype namespace. |
We already committed to The idea behind this asmdef will stay the same and won't necessarily change over time. We called it "Prototyping" initially because we didn't know what we were going to do but now we have a better understanding and plan about where to put Unity-oriented bespoke network components, this is what it looks like. |
@@ -2,7 +2,7 @@ | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
|
|||
namespace Unity.Netcode.Prototyping | |||
namespace Unity.Netcode.Components |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Does having this namespace buy us anything? I like moving things out of the Prototyping folder. But like, we have a number of things that are in folders (e.g. NetworkVariable) that are not in a NetworkVariable
different namespace.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I'm going to inline some parts of our Slack conversation here too:
I think the difference is NetworkTransform, NetworkAnimator etc are going to be bespoke Unity-tailored components
Components is more like "bespoke network components to use in Unity world"
So, I wouldn't say NetworkVariable will be kicked out of Runtime/Core in the future, we'll probably keep it in the core long term
…nsform * develop: fix: add `link.xml` to prevent IL2CPP stripping `Unity.PerformanceTesting` (#1172) chore: add boilerplate for `ClientNetworkTransform` sample (#1168) chore: remove `ClientNetworkVariable` (#1167) chore: Disable test while we reevaluate the assumption that INetworkM… (#1163) docs: rename Manual.md to Index.md Only track one metric for scene sync and do not report scene name (#1159) test: create job definitions for mobile build and test (#1152) test: make test runner scene ignored by default for BaseMultiInstanceTest (#1154) fix: remove left-over reference to SyncTransform (#1155) chore: remove unused SyncTransform.cs (#1153) chore!: remove NetworkNavMeshAgent (#1150) fix: NetworkObject parenting support in scene transitioning (#1148) chore!: rename Prototyping asmdef to Components (#1145) feat: add bootstrap sample to package (#1140) chore: remove `--yamato` param from `standards.py` (#1144) fix: MTT-504 connection approval messages and comparing networkconfig (#1138) refactor!: remove NetworkChannel and MultiplexTransportAdapter (#1133) # Conflicts: # com.unity.netcode.gameobjects/Components/Interpolator.meta # com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs # com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs.meta # testproject/Assets/Prefabs/PlayerCube.prefab
We are planning to use this asmdef scope for Unity-dependent netcode types/components such as
NetworkTransform
,NetworkAnimator
which are often relying onMonoBehaviour
,ScriptableObject
etc.