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OrderInView: 0 + Heading: + m_Untranslated: Dedicated Forum + Text: + m_Untranslated: Ask questions and get help on Netcode for GameObjects + Metadata: + Url: https://discussions.unity.com/tags/c/unity-engine/52/netcode-for-gameobjects + Image: {fileID: 2800000, guid: 8576aa46b4a12304ca79422a0bc9495d, type: 3} + Tutorial: {fileID: 0} + - OrderInView: 1 + Heading: + m_Untranslated: Multiplayer Networking Discord + Text: + m_Untranslated: Join our community of Multiplayer Creators on Discord! + Metadata: + Url: https://discord.gg/unity-multiplayer-network + Image: {fileID: 2800000, guid: 1397611d3370441458041869341af91a, type: 3} + Tutorial: {fileID: 0} + - OrderInView: 2 + Heading: + m_Untranslated: Bitesize Samples Repository + Text: + m_Untranslated: Explore the other Bitesize samples + Metadata: + Url: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize + Image: {fileID: 2800000, guid: 5b9960d9afeedfd43bed4050e527acbe, type: 3} + Tutorial: {fileID: 0} + - OrderInView: 3 + Heading: + m_Untranslated: Official Documentation + Text: + m_Untranslated: Refer to the documentation to understand advanced concepts + Metadata: + Url: https://docs-multiplayer.unity3d.com/netcode/current/about + Image: {fileID: 2800000, guid: 73eee43e24e9878428693f85a9040f2b, type: 3} + Tutorial: {fileID: 0} + - 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This sample leverages Netcode + for GameObject's NetworkRigidbody2D component and also showcases object pooling. + \n \nThe entry scene for this game is the network scene. From there a game + can be hosted or an existing game can be joined. Control the ship using the + arrow keys and shoot asteroids (or other players!) using the spacebar. Fly + over pickups in the scene to get different temporary buffs for your ship (like + increased fly speed or shooting extra bullets)." + m_Buttons: + - Text: + m_Untranslated: I'll explore on my own + Tooltip: + m_Untranslated: + OnClick: + m_PersistentCalls: + m_Calls: + - m_Target: {fileID: 11400000, guid: 8542e6feb6e590c469cc4cf87b0dc005, type: 2} + m_TargetAssemblyTypeName: TutorialCallbacks, Assembly-CSharp-Editor + m_MethodName: LoadSelectionScene + m_Mode: 1 + m_Arguments: + m_ObjectArgument: {fileID: 0} + m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 0 + m_StringArgument: + m_BoolArgument: 0 + m_CallState: 1 + - m_Target: {fileID: 11400000} + m_TargetAssemblyTypeName: Unity.Tutorials.Core.Editor.TutorialWelcomePage, + Unity.Tutorials.Core.Editor + m_MethodName: CloseCurrentModalDialog + m_Mode: 1 + m_Arguments: + m_ObjectArgument: {fileID: 0} + m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 0 + m_StringArgument: + m_BoolArgument: 0 + m_CallState: 1 diff --git a/Basic/2DSpaceShooter/Assets/Editor/Tutorials/Tutorial Welcome Page.asset.meta b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/Tutorial Welcome Page.asset.meta new file mode 100644 index 000000000..70f085e75 --- /dev/null +++ b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/Tutorial Welcome Page.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4c3b779b1ca4f50499365548284212b4 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.asset b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.asset new file mode 100644 index 000000000..59cc1eaa3 --- /dev/null +++ b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.asset @@ -0,0 +1,15 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: df31ca3e810dfc44685ad4f0b62f2cb7, type: 3} + m_Name: TutorialCallbacks + m_EditorClassIdentifier: + m_NetworkScene: {fileID: 102900000, guid: ffe2be76ca2aaeb41804ca99ef05206b, type: 3} diff --git a/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.asset.meta b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.asset.meta new file mode 100644 index 000000000..77cd88fd0 --- /dev/null +++ b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8542e6feb6e590c469cc4cf87b0dc005 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.cs b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.cs new file mode 100644 index 000000000..b66a5692a --- /dev/null +++ b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.cs @@ -0,0 +1,39 @@ +using UnityEngine; +using UnityEditor; +using Unity.Tutorials.Core.Editor; + +/// +/// Implement your Tutorial callbacks here. +/// +[CreateAssetMenu(fileName = DefaultFileName, menuName = "Tutorials/" + DefaultFileName + " Instance")] +public class TutorialCallbacks : ScriptableObject +{ + [SerializeField] SceneAsset m_NetworkScene; + + /// + /// The default file name used to create asset of this class type. + /// + public const string DefaultFileName = "TutorialCallbacks"; + + /// + /// Creates a TutorialCallbacks asset and shows it in the Project window. + /// + /// + /// A relative path to the project's root. If not provided, the Project window's currently active folder path is used. + /// + /// The created asset + public static ScriptableObject CreateAndShowAsset(string assetPath = null) + { + assetPath = assetPath ?? $"{TutorialEditorUtils.GetActiveFolderPath()}/{DefaultFileName}.asset"; + var asset = CreateInstance(); + AssetDatabase.CreateAsset(asset, AssetDatabase.GenerateUniqueAssetPath(assetPath)); + EditorUtility.FocusProjectWindow(); // needed in order to make the selection of newly created asset to really work + Selection.activeObject = asset; + return asset; + } + + public void LoadSelectionScene() + { + UnityEditor.SceneManagement.EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(m_NetworkScene)); + } +} diff --git a/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.cs.meta b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.cs.meta new file mode 100644 index 000000000..a38ca9711 --- /dev/null +++ b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/TutorialCallbacks.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: df31ca3e810dfc44685ad4f0b62f2cb7 \ No newline at end of file diff --git a/Basic/2DSpaceShooter/Assets/Editor/Tutorials/Unity Hub.png b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/Unity Hub.png new file mode 100644 index 000000000..2609523ac Binary files /dev/null and b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/Unity Hub.png differ diff --git a/Basic/2DSpaceShooter/Assets/Editor/Tutorials/Unity Hub.png.meta b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/Unity Hub.png.meta new file mode 100644 index 000000000..4f7d99d06 --- /dev/null +++ b/Basic/2DSpaceShooter/Assets/Editor/Tutorials/Unity Hub.png.meta @@ -0,0 +1,117 @@ +fileFormatVersion: 2 +guid: 8576aa46b4a12304ca79422a0bc9495d +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 13 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - serializedVersion: 4 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + customData: + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spriteCustomMetadata: + entries: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Basic/2DSpaceShooter/Assets/Readme.asset b/Basic/2DSpaceShooter/Assets/Readme.asset deleted file mode 100644 index b59207fc6..000000000 --- a/Basic/2DSpaceShooter/Assets/Readme.asset +++ /dev/null @@ -1,42 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!114 &11400000 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 3c6391202b371bf4f9b33f30f57e6b4c, type: 3} - m_Name: Readme - m_EditorClassIdentifier: - icon: {fileID: 2800000, guid: 6032b1899b04de841b94d52688040780, type: 3} - title: '2DSpaceShooter: A Bitesize Sample' - sections: - - heading: 2DSpaceShooter - text: 'The 2DSpaceShooter sample is a bitesize sample designed to demonstrate - networked 2D and physics-based character movement. This sample leverages Netcode - for GameObject''s (Netcode) NetworkRigidbody2D component and also showcases - object pooling. Read more about the sample from the ' - linkText: 2DSpaceShooter bitesize sample documentation page. - url: https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-spaceshooter/index.html - - heading: - text: The entry scene for this game is the network scene. From there a game can - be hosted or an existing game can be joined. Control the ship using WASD and - shoot asteroids (or other players!) using the spacebar. Fly over pickups in - the scene to get different temporary buffs for your ship (like increased fly - speed or shooting extra bullets). - linkText: - url: - - heading: - text: 'To read more about Netcode and its built-in features, see the ' - linkText: Netcode documentation. - url: https://docs-multiplayer.unity3d.com/ - - heading: - text: 'For more information about this bitesize sample or our other bitesize - samples, see the GitHub repo Readme from the ' - linkText: Bitesize Samples GitHub public repository. - url: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize - loadedLayout: 1 diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Readme/Editor/ReadmeEditor.cs b/Basic/2DSpaceShooter/Assets/Scripts/Readme/Editor/ReadmeEditor.cs deleted file mode 100644 index b195a3041..000000000 --- a/Basic/2DSpaceShooter/Assets/Scripts/Readme/Editor/ReadmeEditor.cs +++ /dev/null @@ -1,184 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System; -using System.IO; -using System.Reflection; - -/// -/// Custom readme editor window based on the readme created for URP. For more context, see: -/// https://github.com/Unity-Technologies/Graphics/tree/master/com.unity.template-universal -/// -[CustomEditor(typeof(Readme))] -[InitializeOnLoad] -public class ReadmeEditor : UnityEditor.Editor -{ - const string k_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; - - const float k_Space = 16f; - - bool m_Initialized; - - [SerializeField] - GUIStyle m_LinkStyle; - - GUIStyle LinkStyle - { - get { return m_LinkStyle; } - } - - [SerializeField] - GUIStyle m_TitleStyle; - - GUIStyle TitleStyle - { - get { return m_TitleStyle; } - } - - [SerializeField] - GUIStyle m_HeadingStyle; - - GUIStyle HeadingStyle - { - get { return m_HeadingStyle; } - } - - [SerializeField] - GUIStyle m_BodyStyle; - - GUIStyle BodyStyle - { - get { return m_BodyStyle; } - } - - static ReadmeEditor() - { - EditorApplication.delayCall += SelectReadmeAutomatically; - } - - static void SelectReadmeAutomatically() - { - if (!SessionState.GetBool(k_ShowedReadmeSessionStateName, false)) - { - var readme = SelectReadme(); - SessionState.SetBool(k_ShowedReadmeSessionStateName, true); - - if (readme && !readme.loadedLayout) - { - LoadLayout(); - readme.loadedLayout = true; - } - } - } - - static void LoadLayout() - { - var assembly = typeof(EditorApplication).Assembly; - var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); - var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); - method?.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false }); - } - - [MenuItem("Sample/Show Sample Instructions")] - static Readme SelectReadme() - { - var ids = AssetDatabase.FindAssets("Readme t:Readme"); - if (ids.Length == 1) - { - var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); - - Selection.objects = new UnityEngine.Object[] { readmeObject }; - - return (Readme)readmeObject; - } - else - { - Debug.Log("Couldn't find a readme"); - return null; - } - } - - protected override void OnHeaderGUI() - { - var readme = (Readme)target; - Init(); - - var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f); - - GUILayout.BeginHorizontal("In BigTitle"); - { - GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); - GUILayout.Label(readme.title, TitleStyle); - } - GUILayout.EndHorizontal(); - } - - public override void OnInspectorGUI() - { - var readme = (Readme)target; - Init(); - - foreach (var section in readme.sections) - { - if (!string.IsNullOrEmpty(section.heading)) - { - GUILayout.Label(section.heading, HeadingStyle); - } - - if (!string.IsNullOrEmpty(section.text)) - { - GUILayout.Label(section.text, BodyStyle); - } - - if (!string.IsNullOrEmpty(section.linkText)) - { - if (LinkLabel(new GUIContent(section.linkText))) - { - Application.OpenURL(section.url); - } - } - - GUILayout.Space(k_Space); - } - } - - - - void Init() - { - if (m_Initialized) - return; - m_BodyStyle = new GUIStyle(EditorStyles.label); - m_BodyStyle.wordWrap = true; - m_BodyStyle.fontSize = 14; - - m_TitleStyle = new GUIStyle(m_BodyStyle); - m_TitleStyle.fontSize = 26; - - m_HeadingStyle = new GUIStyle(m_BodyStyle); - m_HeadingStyle.fontSize = 18; - - m_LinkStyle = new GUIStyle(m_BodyStyle); - m_LinkStyle.wordWrap = false; - - // Match selection color which works nicely for both light and dark skins - m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f); - m_LinkStyle.stretchWidth = false; - - m_Initialized = true; - } - - bool LinkLabel(GUIContent label, params GUILayoutOption[] options) - { - var position = GUILayoutUtility.GetRect(label, LinkStyle, options); - - Handles.BeginGUI(); - Handles.color = LinkStyle.normal.textColor; - Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); - Handles.color = Color.white; - Handles.EndGUI(); - - EditorGUIUtility.AddCursorRect(position, MouseCursor.Link); - - return GUI.Button(position, label, LinkStyle); - } -} diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Readme/Editor/ReadmeEditor.cs.meta b/Basic/2DSpaceShooter/Assets/Scripts/Readme/Editor/ReadmeEditor.cs.meta deleted file mode 100644 index c983193b3..000000000 --- a/Basic/2DSpaceShooter/Assets/Scripts/Readme/Editor/ReadmeEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: efbe9544bce578744877ba377e548dcf -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Readme/Readme.cs b/Basic/2DSpaceShooter/Assets/Scripts/Readme/Readme.cs deleted file mode 100644 index b6863f0aa..000000000 --- a/Basic/2DSpaceShooter/Assets/Scripts/Readme/Readme.cs +++ /dev/null @@ -1,24 +0,0 @@ -using System; -using UnityEngine; - -/// -/// Custom readme class based on the readme created for URP. For more context, see: -/// https://github.com/Unity-Technologies/Graphics/tree/master/com.unity.template-universal -/// -[CreateAssetMenu] -public class Readme : ScriptableObject -{ - public Texture2D icon; - public string title; - public Section[] sections; - public bool loadedLayout; - - [Serializable] - public class Section - { - public string heading; - public string text; - public string linkText; - public string url; - } -} diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Readme/Readme.cs.meta b/Basic/2DSpaceShooter/Assets/Scripts/Readme/Readme.cs.meta deleted file mode 100644 index 5bed3e6a6..000000000 --- a/Basic/2DSpaceShooter/Assets/Scripts/Readme/Readme.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3c6391202b371bf4f9b33f30f57e6b4c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Basic/2DSpaceShooter/Packages/manifest.json b/Basic/2DSpaceShooter/Packages/manifest.json index fadd5495b..8c5ebaef2 100644 --- a/Basic/2DSpaceShooter/Packages/manifest.json +++ b/Basic/2DSpaceShooter/Packages/manifest.json @@ -5,6 +5,7 @@ "com.unity.collab-proxy": "2.5.2", "com.unity.ide.rider": "3.0.34", "com.unity.ide.visualstudio": "2.0.22", + "com.unity.learn.iet-framework.authoring": "1.2.1", "com.unity.multiplayer.center": "1.0.0", "com.unity.multiplayer.playmode": "1.3.2", "com.unity.multiplayer.samples.coop": "https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#v2.4.0", diff --git a/Basic/2DSpaceShooter/Packages/packages-lock.json b/Basic/2DSpaceShooter/Packages/packages-lock.json index d0c0f4dd2..0ff966046 100644 --- a/Basic/2DSpaceShooter/Packages/packages-lock.json +++ b/Basic/2DSpaceShooter/Packages/packages-lock.json @@ -86,6 +86,15 @@ }, "url": "https://packages.unity.com" }, + "com.unity.learn.iet-framework.authoring": { + "version": "1.2.1", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.learn.iet-framework": "3.1.1" + }, + "url": "https://packages.unity.com" + }, "com.unity.mathematics": { "version": "1.3.2", "depth": 2, diff --git a/Basic/2DSpaceShooter/ProjectSettings/Packages/com.unity.learn.iet-framework/Settings.json b/Basic/2DSpaceShooter/ProjectSettings/Packages/com.unity.learn.iet-framework/Settings.json new file mode 100644 index 000000000..7c3292336 --- /dev/null +++ b/Basic/2DSpaceShooter/ProjectSettings/Packages/com.unity.learn.iet-framework/Settings.json @@ -0,0 +1,11 @@ +{ + "m_Dictionary": { + "m_DictionaryValues": [ + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "IET.DisplayWelcomeDialogOnStartup", + "value": "{\"m_Value\":true}" + } + ] + } +} diff --git a/CHANGELOG.md b/CHANGELOG.md index f0ad19394..fc3488071 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -15,6 +15,9 @@ ### 2D Space Shooter +#### Added +- Added a welcome dialog and the standard Table of Contents for Bitesize Samples to 2D Space Shooter Sample + #### Changed - Update Project to Unity 6 - Replaced 3rd party ParrelSync package with Unity's Multiplayer Play Mode