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Preparing Beta Branch #3392

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Nov 28, 2024
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a1bf742
fix(mmextensions): added vcontainer configuration.
h0lybyte Nov 26, 2024
80a7769
fix(mmextensions): added MMTimeManager as a prefab.
h0lybyte Nov 26, 2024
602edba
fix(mmextensions): updating the gameover scene.
h0lybyte Nov 26, 2024
6914873
Merge pull request #3383 from KBVE/patch-atomic-adding-json-fixes-11-…
h0lybyte Nov 26, 2024
ca0a9eb
fix(mmextensions): added the feedback to the assembly reference.
h0lybyte Nov 26, 2024
7c9668d
fix(mmextensions): added the time manager.
h0lybyte Nov 26, 2024
c9946eb
Merge pull request #3386 from KBVE/patch-atomic-double-entry-11-26-20…
h0lybyte Nov 26, 2024
4850d89
fix(mmextensions): updating the camera system.
h0lybyte Nov 26, 2024
2712fb6
fix(mmextensions): updating the time manager entry point.
h0lybyte Nov 26, 2024
d87165f
feat(mmextensions): better camera system.
h0lybyte Nov 26, 2024
ecad812
fix(mmextensions): adjusting the order of the camera lifetime.
h0lybyte Nov 26, 2024
b7d730b
Merge pull request #3387 from KBVE/patch-atomic-camera-prefab-11-26-2…
h0lybyte Nov 26, 2024
d1c978a
feat(mmextensions): sound manager
h0lybyte Nov 26, 2024
d0aa6fe
Merge pull request #3388 from KBVE/patch-atomic-sound-fx-11-26-2024-1…
h0lybyte Nov 26, 2024
c56cb90
docs(journal): updating the daily notes.
h0lybyte Nov 26, 2024
61ead20
Merge pull request #3389 from KBVE/patch-atomic-unity-sound-manager-1…
h0lybyte Nov 26, 2024
34dc14f
fix(mmextensions): updating the mm sound manager but still need to ma…
h0lybyte Nov 27, 2024
29a3062
fix(mmextensions): commented out the sound manager code.
h0lybyte Nov 27, 2024
a4772fe
Merge pull request #3390 from KBVE/patch-atomic-unity-sound-manager-r…
h0lybyte Nov 27, 2024
a971574
fix(mmextensions): typo in the entry point.
h0lybyte Nov 27, 2024
a44d5f2
fix(mmextensions): removing the DontDestroyOnLoad for now
h0lybyte Nov 27, 2024
bd91cec
Merge pull request #3391 from KBVE/patch-atomic-fixing-missing-ref-11…
h0lybyte Nov 27, 2024
e6557a4
Merge pull request #3385 from KBVE/dev
h0lybyte Nov 27, 2024
48277e0
docs(journal): updated the journal entries.
h0lybyte Nov 27, 2024
dfbbf62
docs(journal): daily entry updated.
h0lybyte Nov 27, 2024
ef5e238
Merge pull request #3393 from KBVE/patch-atomic-journal-edits-11-27-2…
h0lybyte Nov 27, 2024
1d3328f
Merge pull request #3394 from KBVE/patch-atomic-journal-new-11-27-202…
h0lybyte Nov 27, 2024
b726bb8
Merge pull request #3395 from KBVE/dev
h0lybyte Nov 27, 2024
e53c829
docs(journal): added daily entry.
h0lybyte Nov 27, 2024
d1d4902
Merge pull request #3398 from KBVE/patch-atomic-daily-journal-11-27-2…
h0lybyte Nov 27, 2024
feef9bd
feat(unity): a barebone webgl template for
h0lybyte Nov 27, 2024
afe3cb2
fix(unity): updating the webgl template for the discord activity game.
h0lybyte Nov 27, 2024
54eb970
chore(unity): adding the missing meta files.
h0lybyte Nov 27, 2024
bad3dfd
fix(mmextensions): a shortcut on fixing the window.
h0lybyte Nov 27, 2024
066c5e4
Merge pull request #3400 from KBVE/patch-atomic-new-unity-template-11…
h0lybyte Nov 28, 2024
b42e0c9
docs(journal): updating the nightly notes.
h0lybyte Nov 28, 2024
7751452
fix(gameserver): adjusting the javascript call.
h0lybyte Nov 28, 2024
7ee5a66
Merge pull request #3401 from KBVE/patch-atomic-additional-notes-11-2…
h0lybyte Nov 28, 2024
b4bfa26
Merge pull request #3399 from KBVE/dev
h0lybyte Nov 28, 2024
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Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
body { padding: 0; margin: 0 }
#unity-container { position: absolute }
#unity-container.unity-desktop { left: 50%; top: 50%; transform: translate(-50%, -50%) }
#unity-container.unity-mobile { position: fixed; width: 100%; height: 100% }
#unity-canvas { background: {{{ BACKGROUND_COLOR }}} }
.unity-mobile #unity-canvas { width: 100%; height: 100% }
#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
#unity-logo { width: 154px; height: 130px; background: url('unity-logo-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center }
#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; margin-left: 6.5px; background: url('progress-bar-empty-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center }
#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center }
#unity-footer { position: relative }
.unity-mobile #unity-footer { display: none }
#unity-logo-title-footer { float:left; width: 102px; height: 38px; background: url('unity-logo-title-footer.png') no-repeat center }
#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }
#unity-fullscreen-button { cursor:pointer; float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }
#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }

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188 changes: 188 additions & 0 deletions apps/kbve.com/public/data/scripts/unity/WebGLTemplates/KBVE/index.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,188 @@
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity Web Player | {{{ PRODUCT_NAME }}}</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
#if SHOW_DIAGNOSTICS
<link rel="stylesheet" href="<<<TemplateData/diagnostics.css>>>">
<script src="<<<TemplateData/diagnostics.js>>>"></script>
#endif
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}} tabindex="-1"></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
<div id="unity-logo-title-footer"></div>
<div id="unity-fullscreen-button"></div>
#if SHOW_DIAGNOSTICS
<img id="diagnostics-icon" src="TemplateData/webmemd-icon.png">
#endif
<div id="unity-build-title">{{{ PRODUCT_NAME }}}</div>
</div>
</div>
<script>
var canvas = document.querySelector("#unity-canvas");

// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
var warningBanner = document.querySelector("#unity-warning");
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}

var buildUrl = "Build";
var loaderUrl = buildUrl + "/{{{ LOADER_FILENAME }}}";
var config = {
arguments: [],
dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
#if USE_THREADS
workerUrl: buildUrl + "/{{{ WORKER_FILENAME }}}",
#endif
#if USE_WASM
codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
#endif
#if SYMBOLS_FILENAME
symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
#endif
streamingAssetsUrl: "StreamingAssets",
companyName: {{{ JSON.stringify(COMPANY_NAME) }}},
productName: {{{ JSON.stringify(PRODUCT_NAME) }}},
productVersion: {{{ JSON.stringify(PRODUCT_VERSION) }}},
showBanner: unityShowBanner,
};

// By default, Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;

// If you would like all file writes inside Unity Application.persistentDataPath
// directory to automatically persist so that the contents are remembered when
// the user revisits the site the next time, uncomment the following line:
// config.autoSyncPersistentDataPath = true;
// This autosyncing is currently not the default behavior to avoid regressing
// existing user projects that might rely on the earlier manual
// JS_FileSystem_Sync() behavior, but in future Unity version, this will be
// expected to change.

if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:

var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
document.querySelector("#unity-container").className = "unity-mobile";
canvas.className = "unity-mobile";

// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;

#if SHOW_DIAGNOSTICS
// position the diagnostics icon in the corner on the canvas
diagnostics_icon.style.position = "fixed";
diagnostics_icon.style.bottom = "10px";
diagnostics_icon.style.right = "0px";
canvas.after(diagnostics_icon);
#endif

} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "{{{ WIDTH }}}px";
canvas.style.height = "{{{ HEIGHT }}}px";
}

#if BACKGROUND_FILENAME
canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover";
#endif
document.querySelector("#unity-loading-bar").style.display = "block";

var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
document.querySelector("#unity-progress-bar-full").style.width = 100 * progress + "%";
}).then((unityInstance) => {
document.querySelector("#unity-loading-bar").style.display = "none";
#if SHOW_DIAGNOSTICS
document.getElementById("diagnostics-icon").onclick = () => {
unityDiagnostics.openDiagnosticsDiv(unityInstance.GetMetricsInfo);
};
#endif
document.querySelector("#unity-fullscreen-button").onclick = () => {
unityInstance.SetFullscreen(1);
};

#if DEVELOPMENT_PLAYER
// Unloading web content from DOM so that browser GC can run can be tricky to get right.
// This code snippet shows how to correctly implement a Unity content Unload mechanism to a web page.

// Unloading Unity content enables a web page to reclaim the memory used by Unity, e.g. for
// the purpose of later loading another Unity content instance on the _same_ web page.

// When using this functionality, take caution to carefully make sure to clear all JavaScript code,
// DOM element and event handler references to the old content you may have retained, or
// otherwise the browser's garbage collector will be unable to reclaim the old page.

// N.b. Unity content does _not_ need to be manually unloaded when the user is navigating away from
// the current page to another web page. The browser will take care to clear memory of old visited
// pages automatically. This functionality is only needed if you want to switch between loading
// multiple Unity builds on a single web page.
var quit = document.createElement("button");
quit.style = "margin-left: 5px; background-color: lightgray; border: none; padding: 5px; cursor: pointer";
quit.innerHTML = "Unload";
document.querySelector("#unity-build-title").appendChild(quit);
quit.onclick = () => {
// Quit Unity application execution
unityInstance.Quit().then(() => {
// Remove DOM elements from the page so GC can run
document.querySelector("#unity-container").remove();
canvas = null;
// Remover script elements from the page so GC can run
script.remove();
script = null;
});
};
#endif
}).catch((message) => {
alert(message);
});
};

document.body.appendChild(script);

</script>
</body>
</html>

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38 changes: 38 additions & 0 deletions apps/kbve.com/src/content/journal/11-26.mdx
Original file line number Diff line number Diff line change
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---
title: 'November: 26th'
category: Daily
date: 2024-11-26 12:00:00
client: Self
unsplash: 1541320779116-ec4a3d4692bc
img: https://images.unsplash.com/photo-1541320779116-ec4a3d4692bc?crop=entropy&cs=srgb&fm=jpg&ixid=MnwzNjM5Nzd8MHwxfHJhbmRvbXx8fHx8fHx8fDE2ODE3NDg2ODY&ixlib=rb-4.0.3&q=85
description: November 26th.
tags:
- daily
---

import { Adsense, Tasks } from '@kbve/astropad';

## 2024

- 01:00PM

**TSLA**

We will have to roll the options out to next week and grab the $1000, just to make sure that it works.

- 02:05PM

**Unity**

Sound manager vcontianer needs to be fixed, which we need to do before tomorrows meeting.
I am thinking that we would try to wrap everything inside of a vcontainer, making it easier for us to access the resources.
For us to setup the sound manager, we would have to link the scriptable object through addresses, which means we need to define them as well.
Inside of the `mmextensions`, we can add an assembly reference to Unity.

- 11:00PM

**Arcane**

Finally got to start the series and its been a wild ride, err, rather a blast, so far.
I am going to be a bit sad when it ends because it has been a great series, but I am here for it all.
The new ARAM map also slaps, I love what they did with it and it finally makes zeri, bard and talon both a bit more fun to play.
85 changes: 85 additions & 0 deletions apps/kbve.com/src/content/journal/11-27.mdx
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@@ -0,0 +1,85 @@
---
title: 'November: 27th'
category: Daily
date: 2024-11-27 12:00:00
client: Self
unsplash: 1541320779116-ec4a3d4692bc
img: https://images.unsplash.com/photo-1541320779116-ec4a3d4692bc?crop=entropy&cs=srgb&fm=jpg&ixid=MnwzNjM5Nzd8MHwxfHJhbmRvbXx8fHx8fHx8fDE2ODE3NDg2ODY&ixlib=rb-4.0.3&q=85
description: November 27th.
tags:
- daily
---

import { Adsense, Tasks } from '@kbve/astropad';

## 2024

- 02:20AM

**Unity**

We got ourselves another unity build to test out.
While I am doing that, I should look to commission a steam game and bundle?
Actually, if the artist that we hire does a good job, we could also have the same artist do our steam page assets?
That would save us a bunch of time too.

- 02:37AM

**SoundManager**

Looks like the prefab works even though we are not using the addressable object.
I am not too sure how I feel about that but for now it will be fine.

- 03:09PM

**Addressable**

Looks like the most recent push created the files that we need for addressable-based vcontainers, allowing us to finally call the prefabs during the runtime.
This will be an interesting way for us to build out the game, I am thinking that the town itself will be the main scene and when entering a mission or camp, we do an additive loading?
Furthermore we would have to fix the URL maps and also the HTML template a bit more.

- 03:36PM

**Unity Template**

The unity template needs to be adjusted so that it does not look like karp on the discord activities page.
This is an easy fix but I been too distracted to address it!
Anyhow, I am going to focus on getting that done today, with the postmessage and sendmessage between the player and iframe as well.
Starting off with the canvas issue:

```

<canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}} tabindex="-1"></canvas>

```

We will replace that line and move the styling over to the css part.

Then add our own custom spinner that should just operate with css / javascript.

```html

<div class="spinner"></div>

```

I suppose we could do this twice, having another spinner for when the iframe is ready to be displayed?
Lets say we render the whole iframe and game off-canvas on the static html page that axum offers to Discord, then we can make the adjustments for our own loading screen?
Once the off-cavans is done, we transition over to the main window , hmm, okay this just a future proof of concept that we can do once the game is closer to becoming ready for launch.

The meta will be added as a commented out line:

```html

<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">

```

I am thinking that we can assign it dynamically because if the game is played on mobile, we can make sure that the right meta viewport is assigned.

- 08:40PM

**Lifetime**

The next part will be to switch back from the asset management and focus on the lifetime and entrypoints, oh boi.
We still need to setup the level manager and multiplayer level manager, once both of those are setup, we move forward with the player and npc list of prefabs.
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