Repository for uni games project.
Please make sure you test your commits thoroughly before pushing to master. That means testing you can play a game, disconnect, reconnect, and play subsequent games.
You need to make sure you're running the node development server in the background when running on your machine. It emulates the server which will transfer meshes to the clients. The readme on how to setup and run the server in Assets/Scripts/MeshImport/.
There are a few build scripts available in the Unity toolbar up top under the heading "Builds". You can use these to build and launch the different TV/client apps quickly.
On MacOS if you want to launch more than one instance of an app you can right click it, "show package contents" and then run the executable in Contents/MacOS as many times as you need.
There is a build script for iOS, but on top of requiring Xcode, there are a few other steps you need to complete:
- Under Unity-iPhone -> General:
- Change signing team to your personal signing team. (there may be a clash in package names. If there is, just add something extra to the package name so that it reads com.augment.realitybomb.yournamehere)
- Under Unity-iPhone -> Build Settings:
- Go to Build Options and disable bitcode
- Under Unity-iPhone -> Build Phases
- Go to Link Binary With Libraries and add
- libz.tbd
- libsqlite3.tbd
- Go to Link Binary With Libraries and add
To make code more readable and easier to maintain we use a few coding conventions:
- MSDN C# conventions
- PascalCase for public member variables
- _leadingUnderscore for private member variables
- camelCase for local variables
- MVC pattern using events and Delegates
- So don't be afraid to use one or two singleton controllers in a scene. There's a good example here of how to implement singletons in Unity