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# ParrelSync
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[](https://github.com/VeriorPies/ParrelSync/releases) [](https://github.com/VeriorPies/ParrelSync/wiki) [](https://github.com/VeriorPies/ParrelSync/blob/master/LICENSE.md) [](https://github.com/VeriorPies/ParrelSync/pulls) [](https://discord.gg/TmQk2qG)
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ParrelSync is a Unity editor extension that allows users to test multiplayer gameplay without building the project by having another Unity editor window opened and mirror the changes from the original project.
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<br>
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<p align="center">
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<b>Test project changes on clients and server within seconds - both in editor
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</b>
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<br>
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</p>
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## Features
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1. Test multiplayer gameplay without building the project
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2. GUI tools for managing all project clones
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3. Protected assets from being modified by other clone instances
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4. Handy APIs to speed up testing workflows
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## Installation
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1. Backup your project folder or use a version control system such as [Git](https://git-scm.com/) or [SVN](https://subversion.apache.org/)
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2. Download .unitypackage from the [latest release](https://github.com/VeriorPies/ParrelSync/releases) and import it to your project.
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3. ParrelSync should appreared in the menu item bar after imported
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Check out the [Installation-and-Update](https://github.com/VeriorPies/ParrelSync/wiki/Installation-and-Update) page for more details.
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### UPM Package
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ParrelSync can also be installed via UPM package.
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After Unity 2019.3.4f1, Unity 2020.1a21, which support path query parameter of git package. You can install ParrelSync by adding the following to Package Manager.
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```
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https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync
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```
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or by adding
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```
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"com.veriorpies.parrelsync": "https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync"
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```
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to the `Packages/manifest.json` file
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## Supported Platform
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Currently, ParrelSync supports Windows, macOS and Linux editors.
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ParrelSync has been tested with the following Unity version. However, it should also work with other versions as well.
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* *2020.3.1f1*
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* *2019.3.0f6*
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* *2018.4.22f1*
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## APIs
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There's some useful APIs for speeding up the multiplayer testing workflow.
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Here's a basic example:
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```
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if (ClonesManager.IsClone()) {
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// Automatically connect to local host if this is the clone editor
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}else{
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// Automatically start server if this is the original editor
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}
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```
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Check out [the doc](https://github.com/VeriorPies/ParrelSync/wiki/List-of-APIs) to view the complete API list.
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## How does it work?
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For each clone instance, ParrelSync will make a copy of the original project folder and reference the ```Asset```, ```Packages``` and ```ProjectSettings``` folder back to the original project with [symbolic link](https://docs.microsoft.com/en-us/windows-server/administration/windows-commands/mklink). Other folders such as ```Library```, ```Temp```, and ```obj``` will remain independent for each clone project.
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All clones are placed right next to the original project with suffix *```_clone_x```*, which will be something like this in the folder hierarchy.
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```
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/ProjectName
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/ProjectName_clone_0
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/ProjectName_clone_1
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...
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```
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## Discord Server
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We have a [Discord server](https://discord.gg/TmQk2qG).
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## Need Help?
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Some common questions and troubleshooting can be found under the [Troubleshooting & FAQs](https://github.com/VeriorPies/ParrelSync/wiki/Troubleshooting-&-FAQs) page.
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You can also [create a question post](https://github.com/VeriorPies/ParrelSync/issues/new/choose), or ask on [Discord](https://discord.gg/TmQk2qG) if you prefer to have a real-time conversation.
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## Support this project
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A star will be appreciated :)
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## Credits
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This project is originated from hwaet's [UnityProjectCloner](https://github.com/hwaet/UnityProjectCloner)
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