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2025-06-16 15:14:23 +02:00
committed by devbeni
parent 60fe4620ff
commit 4ff561284f
3174 changed files with 428263 additions and 0 deletions

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using UnityEngine;
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using System;
using Mirror;
using UnityEngine;
namespace Mirror.Examples.Billiards
{
public class WhiteBall : NetworkBehaviour
{
public LineRenderer dragIndicator;
public Rigidbody rigidBody;
public float forceMultiplier = 2;
public float maxForce = 40;
// remember start position to reset to after entering a pocket
Vector3 startPosition;
// cast mouse position on screen to world position
bool MouseToWorld(out Vector3 position)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Plane plane = new Plane(Vector3.up, transform.position);
if (plane.Raycast(ray, out float distance))
{
position = ray.GetPoint(distance);
return true;
}
position = default;
return false;
}
void Awake()
{
startPosition = transform.position;
}
[ClientCallback]
void OnMouseDown()
{
// enable drag indicator
dragIndicator.SetPosition(0, transform.position);
dragIndicator.SetPosition(1, transform.position);
dragIndicator.gameObject.SetActive(true);
}
[ClientCallback]
void OnMouseDrag()
{
// cast mouse position to world
if (!MouseToWorld(out Vector3 current)) return;
// drag indicator
dragIndicator.SetPosition(0, transform.position);
dragIndicator.SetPosition(1, current);
}
// all players can apply force to the white ball.
// (this is not cheat safe)
[Command(requiresAuthority = false)]
void CmdApplyForce(Vector3 force)
{
// AddForce has different force modes, see this excellent diagram:
// https://www.reddit.com/r/Unity3D/comments/psukm1/know_the_difference_between_forcemodes_a_little/
// when applying a one-time force to the ball, we need 'Impulse'.
rigidBody.AddForce(force, ForceMode.Impulse);
}
[ClientCallback]
void OnMouseUp()
{
// cast mouse position to world
if (!MouseToWorld(out Vector3 current)) return;
// calculate delta from ball to mouse
// ball may have moved since we started dragging,
// so always use current ball position here.
Vector3 from = transform.position;
// debug drawing: only works if Gizmos are enabled!
Debug.DrawLine(from, current, Color.white, 2);
// calculate pending force delta
Vector3 delta = from - current;
Vector3 force = delta * forceMultiplier;
// there should be a maximum allowed force
force = Vector3.ClampMagnitude(force, maxForce);
// apply force to rigidbody.
// it will take a round trip to show the effect.
// the goal for prediction will be to show it immediately.
CmdApplyForce(force);
// disable drag indicator
dragIndicator.gameObject.SetActive(false);
}
// reset position when entering a pocket.
// there's only one trigger in the scene (the pocket).
[ServerCallback]
void OnTriggerEnter(Collider other)
{
rigidBody.position = startPosition;
rigidBody.Sleep(); // reset forces
GetComponent<NetworkRigidbodyUnreliable>().RpcTeleport(startPosition);
}
}
}

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Very simple multiplayer Billiards demo.
Mouse drag the white ball to apply force.
Billiards is surprisingly easy to implement, which makes this a great demo for beginners!
Hits are sent to the server with a [Command].
Server simulates physics and sends results back to the client.
While simple, this approach has a major flaw: latency.
The NetworkManager has a LatencySimulation component to see this on your own computer.
Client actions will always feel a bit delayed while waiting for the server.
The solution to this is called Prediction:
https://mirror-networking.gitbook.io/docs/manual/general/client-side-prediction
Notes:
- Red/White ball Rigidbody CollisionMode needs to be ContinousDynamic to avoid white flying through red sometimes.
even 'Continuous' is not enough, we need ContinuousDynamic.

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