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# MultiplayerSample Project for Linux
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## Download and Install
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-This README covers installation and running MultiplayerSample project on Ubuntu Linux.
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+This README covers installation and running MultiplayerSample project on Ubuntu Linux.
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Refer [Open 3D Engine on Linux](https://o3de.org/docs/user-guide/platforms/linux/) for setting up the engine on Linux.
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This repository uses Git LFS for storing large binary files. You will need to create a Github personal access token to authenticate with the LFS service.
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@@ -14,9 +14,9 @@ You will need your personal access token credentials to authenticate when you cl
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[Create a personal access token with the 'repo' scope.](https://docs.github.com/en/github/authenticating-to-github/creating-a-personal-access-token)
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-### (Recommended) Verify you have a credential manager installed to store your credentials
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+### (Recommended) Verify you have a credential manager installed to store your credentials
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-Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request.
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+Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request.
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It is highly recommended you check that you have a [credential manager installed and configured](https://github.com/microsoft/Git-Credential-Manager-Core#linux)
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@@ -39,7 +39,7 @@ Cloning into 'o3de-multiplayersample'...
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```
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-### Step 2. Register the engine and project
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+### Step 2. Register the engine and project
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```shell
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# Register the engine (only need to do this once).
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@@ -50,7 +50,7 @@ Cloning into 'o3de-multiplayersample'...
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> ./scripts/o3de.sh register -p ~/git/o3de-multiplayersample
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```
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-### Step 3. Configure and build with Project-centric approach
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+### Step 3. Configure and build with Project-centric approach
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This option will output all the project binaries in the project's build folder e.g. **~/git/o3de-multiplayersample/build**.
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@@ -63,18 +63,16 @@ This option will output all the project binaries in the project's build folder e
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> cmake .. -G "Ninja Multi-Config" -DCMAKE_BUILD_TYPE=profile -DLY_3RDPARTY_PATH=~/ws/3rdParty -DCMAKE_C_COMPILER=clang-12 -DCMAKE_CXX_COMPILER=clang++-12 -DLY_PROJECTS="~/git/o3de-multiplayersample"
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# Build the Editor, game launcher and server launcher.
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-> cmake --build . --config profile --target Editor
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-> cmake --build . --config profile --target MultiplayerSample.GameLauncher
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-> cmake --build . --config profile --target MultiplayerSample.ServerLauncher
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+> cmake --build . --config profile --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher
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```
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-#### Step 3b. (Optional) Build and Run Multiplayer Unittests
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+#### Step 3b. (Optional) Build and Run Multiplayer Unit Tests
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```shell
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> cd ~/git/o3de-multiplayersample/build
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> cmake --build . --config profile --target Multiplayer.Tests
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-# Run unittests and benchmarks
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+# Run unit tests and benchmarks
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> ./bin/profile/AzTestRunner ./bin/profile/libMultiplayer.Tests.so AzRunBenchmarks
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> ./bin/profile/AzTestRunner ./bin/profile/libMultiplayer.Tests.so AzRunUnitTests
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```
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@@ -94,12 +92,12 @@ host
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LoadLevel Levels/SampleBase/SampleBase.spawnable
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```
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-### Step 5. Verify Asset Processor
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+### Step 5. Verify Asset Processor
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```shell
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> cd ~/git/o3de-multiplayersample/build
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> cmake --build . --config profile --target AssetProcessor
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-# launch Asset Processor and verify MultiplayerSample assets are good
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+# Launch Asset Processor and verify that MultiplayerSample assets are good.
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> ./bin/profile/AssetProcessor &
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```
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@@ -127,5 +125,3 @@ This will connect a client to the local server and start a multiplayer session.
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## License
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For terms please see the LICENSE*.TXT file at the root of this distribution.
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-
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-
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