Pre-Release - Discussion

It's already over May, have there been any updates?
I'm behind schedule, as I explained on Discord, but it's coming, don't worry.
I've finished the inspector section; I only have the ability modules left.
You don't even realize the pressure you're putting on me; it's only slowing down the process, not the other way around.
Please be patient a little longer; this time it's for real.
 
I'm behind schedule, as I explained on Discord, but it's coming, don't worry.
I've finished the inspector section; I only have the ability modules left.
You don't even realize the pressure you're putting on me; it's only slowing down the process, not the other way around.
Please be patient a little longer; this time it's for real.
Don't feel pressured... most of us realize how hard it is to convert UCC to mirror. I have tried creating a bridge between UCC and Fastskillteams Seating Controller, and got destroyed.
I am honestly happy to have any kind of system that makes UCC work with Mirror.
 
Don't feel pressured... most of us realize how hard it is to convert UCC to mirror. I have tried creating a bridge between UCC and Fastskillteams Seating Controller, and got destroyed.
I am honestly happy to have any kind of system that makes UCC work with Mirror.
Deep down I know he's right, it's been a long time since I've released an update, but I wanted to be free to completely change my integration without having to break your code every time, which will break your code once. This is version 0.8!
 
It's been a year since June 2024, and there hasn't been a standard version available yet?

When will a standard version be available???
 

v.0.8.8​

Note: Clean install required.
  • FIXED ROLLBACKS [server authoritative model]
  • Added NetworkUtility.ServerLoadAdditiveScene(connectionToClient, subSceneName)
  • Added NetworkUtility.ServerUnloadAdditiveScene(connectionToClient, subSceneName)

Excuse me, does UCC's add-on now support mirror synchronization?
We're slowly but surely getting closer to perfection, so stop being a killjoy, please.
 
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Hi everyone,
If you're using a host, you must use the client authoritative (usually for co-op, but you can also create a co-op game on an server authoritative). [client authoritative cannot be server only]
On the other hand, if you're using a dedicated server (server only), you need the server authoritative (usually for competitive games, but you can also create a small competitive game on an client authoritative). [server authoritative cannot be host]
Read up on both networking models and choose the one that's best for you. Don't forget that you can also distribute dedicated server builds with your Steam community, which will save you from paying for servers (but it is recommended to have one at launch). I would admit that for host mode, you can connect with players using the Steam lobby system, but you can also use the Steam lobby system on an server authoritative to create teams, for example. Choose the best strategy.
See you soon!
 
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v0.9f​

Note: Clean install required.

PARTIAL OVERHAUL:

  • Added Unity 6.3 LTS support
  • Added New Unity Input System support
  • Added Full Rollback support
  • Improved NetworkCharacterInput
  • Improved NetworkCharacterInventory
  • Improved NetworkCharacter
  • Improved NetworkCamera
  • Dissociated SyncInterval interpolations
  • Many fixes
*(don't forget to add the NetworkTimeManager to your scenes)
 
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