Ei kuvausta

Gene Walters 1ea3c9bfc3 Adding sh script for opening client and server for linux users 3 vuotta sitten
.github ce015bf1e6 Add initial bug and feature templates 3 vuotta sitten
BURT 861e63dd50 Fixed casing of all .fbx.assetinfo files to match their .fbx (#84) 3 vuotta sitten
Config a9c9a11fc4 Setup repository content 4 vuotta sitten
Gem 47ece4fb08 Remove FlyCameraComponent and update SimplePlayerCamera interpolation 3 vuotta sitten
InputBindings 3d71ca9275 Adding in in-progress input bindings for improved camera controls (not fully hooked up yet) 3 vuotta sitten
Jack e2feca38ed Updated the @assets@ alias to be @projectproductassets@ 3 vuotta sitten
Levels 47ece4fb08 Remove FlyCameraComponent and update SimplePlayerCamera interpolation 3 vuotta sitten
LightingPresets a9c9a11fc4 Setup repository content 4 vuotta sitten
Materials e64816b9f7 Adding placards in SampleBase to show dynamic player spawner, nested network entities, and static level collider. 3 vuotta sitten
Objects 419b3cfb68 Added test assets 4 vuotta sitten
Platform 9f0d624b82 Updated the README.md to account for the correct source folder path to 3 vuotta sitten
Prefabs ae15f18d51 Fixing SpawningPerfTest by adding the new player spawner component to the SpawningPerfTest. Applying ranom movements to the test boxes over time instead of using physX because physX had a performance bug. 3 vuotta sitten
Registry b20df2b56c reverting editor.cfg and commands.editor.setreg split based on pr feedback 3 vuotta sitten
Scripts 10e6e9f32b Added jenkinsfile 3 vuotta sitten
ShaderLib e7d22b7afc Merged main 4 vuotta sitten
Shaders bb83e9c6c1 Final update copyright headers to reference license files at the repo root (#23) 4 vuotta sitten
UICanvases e64816b9f7 Adding placards in SampleBase to show dynamic player spawner, nested network entities, and static level collider. 3 vuotta sitten
cmake 0bdec351ab Adapts to new template (#98) 3 vuotta sitten
scriptcanvas 76ad4e9b05 Add missing spawn ticket ref to SpawnIfAuthority.sc and fix misnamed cfg var 3 vuotta sitten
.gitattributes 9cd7e08167 Initial commit 4 vuotta sitten
.gitignore 9cd7e08167 Initial commit 4 vuotta sitten
.lfsconfig d139a3a602 Updating .lfsconfig comments only 4 vuotta sitten
CMakeLists.txt 0bdec351ab Adapts to new template (#98) 3 vuotta sitten
LICENSE.txt 93c55dc674 o3de-multiplayersample main - license update 4 vuotta sitten
LICENSE_APACHE2.TXT 93c55dc674 o3de-multiplayersample main - license update 4 vuotta sitten
LICENSE_MIT.TXT 93c55dc674 o3de-multiplayersample main - license update 4 vuotta sitten
README.md 82d99aa1eb Add instructions about null renderer (#140) 3 vuotta sitten
README_LINUX.md 82d99aa1eb Add instructions about null renderer (#140) 3 vuotta sitten
default.blastconfiguration a9c9a11fc4 Setup repository content 4 vuotta sitten
editor.cfg b20df2b56c reverting editor.cfg and commands.editor.setreg split based on pr feedback 3 vuotta sitten
game.cfg a9c9a11fc4 Setup repository content 4 vuotta sitten
generate_asset_cmake.bat bb83e9c6c1 Final update copyright headers to reference license files at the repo root (#23) 4 vuotta sitten
launch_client.cfg 24a5096097 Misc cfg cleanup to help prevent workflow-6 (multiplayer) confusion. Removed unused autoexec.cfg, we can bring this back as needed for autolaunching a starter level for releases, but it wasnt being used and still using old cry map commands. Moved as many cvars out of Editor.cfg into the proper commands.editor.setreg; note we still need Editor.cfg to load the legacy cry cvars. Added cmd's to partner up with the server/client cfg so users know those cfg's arn't automatically loaded and instead need to be used in a commandline 3 vuotta sitten
launch_client.cmd 1ea3c9bfc3 Adding sh script for opening client and server for linux users 3 vuotta sitten
launch_client.sh 1ea3c9bfc3 Adding sh script for opening client and server for linux users 3 vuotta sitten
launch_server.cfg 24a5096097 Misc cfg cleanup to help prevent workflow-6 (multiplayer) confusion. Removed unused autoexec.cfg, we can bring this back as needed for autolaunching a starter level for releases, but it wasnt being used and still using old cry map commands. Moved as many cvars out of Editor.cfg into the proper commands.editor.setreg; note we still need Editor.cfg to load the legacy cry cvars. Added cmd's to partner up with the server/client cfg so users know those cfg's arn't automatically loaded and instead need to be used in a commandline 3 vuotta sitten
launch_server.cmd 1ea3c9bfc3 Adding sh script for opening client and server for linux users 3 vuotta sitten
launch_server.sh 1ea3c9bfc3 Adding sh script for opening client and server for linux users 3 vuotta sitten
multiplayersample_asset_files.cmake bb83e9c6c1 Final update copyright headers to reference license files at the repo root (#23) 4 vuotta sitten
preview.png 3c4b190fd7 Updating icon to have 2 players, this is multiplayer after all! 3 vuotta sitten
project.json a977d1c62a Updated the origin, license and summaryfields in the MultiplayerSample 3 vuotta sitten

README.md

MultiplayerSample Project

A simple third-person multiplayer sample for O3DE.

NOTE: For Linux, see the Linux specific setup in README_LINUX.

Download and Install

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.

Create a Git Personal Access Token

You will need your personal access token credentials to authenticate when you clone the repository.

Create a personal access token with the 'repo' scope.

(Recommended) Verify you have a credential manager installed to store your credentials

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. It is highly recommended you check that you have a credential manager installed and configured

Step 1. Clone the repository

You can clone the project to any folder locally, including inside the engine folder. If you clone the project inside an existing Git repository (e.g. o3de) you should add the project folder to the Git exclude file for the existing repository.

Option #1 (Recommended) - cloning into a folder outside the engine repository folder

# clone the project into a folder outside your engine repository folder
> git clone https://github.com/o3de/o3de-multiplayersample.git
Cloning into 'o3de-multiplayersample'...

Option #2 - cloning into the engine repository folder

# clone the project into a folder named 'o3de-multiplayersample' in your existing engine repository folder
> git clone https://github.com/o3de/o3de-multiplayersample.git c:/path/to/o3de/o3de-multiplayersample
Cloning into 'o3de-multiplayersample'...

# modify the local engine git exclude file to ignore the project folder
> echo o3de-multiplayersample > c:/path/to/o3de/.git/info/exclude

If you have a Git credential helper configured, you should not be prompted for your credentials anymore.

Step 2. Register the engine and project

# register the engine (only need to do this once)
> c:/path/to/o3de/scripts/o3de register --this-engine

# register the project
> c:/path/to/o3de/scripts/o3de register -p c:/path/to/o3de-multiplayersample

Step 3. Configure and build

Option #1 (Recommended) - Project-centric approach

This option will output all the project binaries in the project's build folder e.g. c:/path/to/o3de-multiplayersample/build

# example configure command
> cmake -S c:/path/to/o3de-multiplayersample -B c:/path/to/o3de-multiplayersample/build/windows_vs2019 -G "Visual Studio 16" -DLY_3RDPARTY_PATH="c:/3rdparty"

# example build command
> cmake --build c:/path/to/o3de-multiplayersample/build/windows_vs2019 --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher --config profile -- /m /nologo

Option #2 - Engine-centric approach to building a project

This option will output all the project and engine binaries in the engine's build folder e.g. c:/path/to/o3de/build

# example configure command
> cmake -S c:/path/to/o3de -B c:/path/to/o3de/build/windows_vs2019 -G "Visual Studio 16" -DLY_3RDPARTY_PATH="c:/3rdparty" -DLY_PROJECTS="c:/path/to/o3de-multiplayersample"

# example build command
> cmake --build c:/path/to/o3de/build/windows_vs2019 --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher --config profile -- /m /nologo

Step 4. Setup Client and Server

Under project root, there should be 2 files: client.cfg and server.cfg. File client.cfg should contain:

connect

File server.cfg should contain:

host
LoadLevel Levels/SampleBase/SampleBase.spawnable

If these cfg files are not present, create them as they will be used to when launching server and client launchers.

Running the Server

A server can be run as follows

MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg 

(Optional) Running the Server Headless

If you do not need to see rendered output on your servers, you can reduce resource usage by using the null renderer.

Note: Parameters to use null renderer must be passed on the command line as the console-command-file is parsed after rendering is configured.

MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg -rhi=null -NullRenderer

Running the Server in the Editor

By default, launching a local server from the editor during Play Mode is enabled. To disable this behavior, update the editorsv_enabled value in the editor.cfg file to false.

Refer to the O3DE document Test Multiplayer Games in the O3DE Editor for the complete list of console variables (cvar) which support play in the editor with servers.

Running the Client

A client can be run with:

MultiplayerSample.GameLauncher.exe --console-command-file=client.cfg

This will connect a client to the local server and start a multiplayer session.

More Information

License

For terms please see the LICENSE*.TXT file at the root of this distribution.