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Contributor
jessicafalk
commented
Jun 11, 2019
•
edited by zeroZshadow
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edited by zeroZshadow
- Open the map builder window found in: SpatialOS/Map Builder. Ensure that a 24 layer map generated with default map builder settings matches the navmesh in the FPS-Development and FPS-SimulatedPlayerCoordinator scenes.
- Launch a cloud deployment with the deployment launcher window found in: SpatialOS/Deployment Launcher. Ensure a cloud deployment launches successfully without modifying the default deployment configuration.
- Connect a Windows client via the launcher to the deployment.
- Connect a Windows client to a local deployment.
- Connect a mobile Android client with development authentication.
- Connect a mobile Android client to a local deployment.
- Connect a MacOS client via the launcher to the deployment.
- Connect a MacOS client to a local deployment.
- Connect a mobile iOS client with development authentication.
- Connect a mobile iOS client to a local deployment.
- Test session-based gameplay on iOS (cloud)
- Test session-based gameplay on Android (cloud)
- Test session-based gameplay on Windows (cloud)
- Test session-based gameplay on MacOS (cloud)
Map generator has a bug it seems, will need some fixes |
jamiebrynes7
approved these changes
Jun 11, 2019
* 2019.1 no longer allows temp scenes in editor mode. Refactored code to work again
paulbalaji
approved these changes
Jun 11, 2019
…h as an argument. (#201)
* deferring player destroy by a frame * updating pin * updating pinned version
sputn1ck
added a commit
to sputn1ck/gdk-for-unity-fps-starter-project
that referenced
this pull request
Aug 27, 2020
gamemode rotation in backend
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