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Dylan/refactor/unity tutorial revamp #37
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Dylan/refactor/unity tutorial revamp #37
dylanh724
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clockworklabs:master
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refactor: Whats next cleanup, +unity, -bloat Removed redundant text while there refactor: Unity quickstart fixes, impr, prettify refactor: Unity pt1 fixes, impr, prettify fix(README): Rm "see test edits below" ref * !exists refactor(minor): General onboarding cleanup * Shorter, prettier, consistent fix(sdks/c#): Broken unitypackage url feat(sdks/c#): Add OneTimeQuery api ref
- PR review change requests - Additionally: hasUpdatedRecently fix and reformatting
- Used FindBy since that was what the tutorial used, and also looking for a single Identity. - Note: There may be a similar rust discrepancy in the Unity pt1 tutorial. It'll work with Filter, but just simply less consistent. Holding off on that since my Rust syntax knowledge !exists.
* Duplicate comments found both above and within funcs
* Removed `System.Runtime.CompilerServices` * SpacetimeDB.Module seems to already include this (merged the info)
* At general quickstart for `spacetime start`
* Also, removed the "speed" loss mention of C#
- After a verbose discussion, we will eventually swap to FindBy for single-result queries, but not in this PR. - For now, the syntax err is fixed by making the var nullable and suffixing a LINQ FirstOrDefault(). Approved by Tyler in Discord. - We never *actually* created a player in the tutorial. This creates the player. Approved by Tyler in Discord.
- Why? - Despite being a Unity tutorial (we 100% know the user knows C#), the server example used Rust. - This creates friction when the user is already learning multiple new things: The SpacetimeDB architecture, the CLI, the client SDK and server SDK. If they previously did not know Rust, this could add some weight to the onboarding friction. - The Unity tutorial could use an overview since it's quite lengthy and progressive. - Part1 should be split, anyway - it covers way too much for a single section to handle (especially since it jumps between client and server). Splitting between basic multiplayer + advanced makes things more-manageable and less intimidating. - Before: - UNITY TUTORIAL - Part1 (Client + Rust Server) - Part2 (Resources and Scheduling) - Part3 (BitCraft Mini) - After: - UNITY TUTORIAL - BASIC MULTIPLAYER - Overview - Part1 (Setup) - Part2a (Rust Server) - Part2b (C# Server) - Part3 (Client) - UNITY TUTORIAL - ADVANCED - Part4 (Resources and Scheduling) - Part5 (BitCraft Mini)
- Deploy section split: - BEFORE: [ Testnet ] - AFTER: [ Overview, Hosted, Self-Hosted ] - In root doc overview, added a name to the publish command (to prevent confusion later) - Added instructions how to add back `local` and `testnet` servers via CLI after repeatedly experiencing a bug that wipes the servers.
# Conflicts: # nav.ts
- Some good stuff moved to 'homeless', for now, to possibly be used later in an advanced section
- This should be more or less ready
# Conflicts: # docs/sdks/c-sharp/index.md # docs/unity/part-1.md
- (!) Be sure to approve the other spacetime-web PR (edited to OP) for images to show up: https://github.com/clockworklabs/spacetime-web/pull/392
- Since the static images are hosted on another repo, it's hard to preview
# Conflicts: # docs/unity/index.md # docs/unity/part-1.md # docs/unity/part-3.md # docs/unity/part-4.md # nav.ts
Setting this to ready status, but be sure to follow prereqs |
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About
Made in Unity 2022.3.20 LTS
Why?
The current tutorial:
This is branched from Dylan/onboarding-upgrades open PR awaiting mergezeke-demo-project
needs to be renamed to something more official-soundingNew Tutorial Feats
See root README
Meta Changes
The C# reference Unity section was updated (on a side note, the old Unity section here was factually incorrect -- the .unitypackage was for the demo that included the SDK; not the SDK).