1.5 KiB
1.5 KiB
Technical Summary - HALLUCINATE Project
Overview
Project HALLUCINATE is a Unity-based multiplayer game utilizing Photon Fusion for networking and UI Toolkit for front-end management. Recent development has concentrated on the core networking infrastructure and the lobby system.
Modified Files
Assets/Scripts/Network/BasicSpawner.cs: CentralizedNetworkRunnermanagement, handling session creation, joining, and player profile initialization.Assets/Scripts/UI/LobbyController.cs: UI logic for room management, password protection, and lounge interactions.Assets/Scripts/Player Controller/PlayerStateMachine.cs: Core player logic (referenced in memory).
Key Logic & Decisions
- Network Architecture: Singleton
BasicSpawnermanages the Fusion runner lifecycle. Session joining usesSessionLobby.ClientServer. - UI Architecture:
LobbyControllerinherits from a base UI class and uses directVisualElementqueries for dynamic UI updates (UXML/USS). - Security: Implementation of session passwords via custom properties in Photon sessions.
- State Sync: Player status (Ready/Start) and lounge info are synchronized between clients, likely via
PlayerDataManager.
Next Steps
- Verify RPC/SyncVar logic in
LobbyController.cs. - Connect
PlayerStateMachineto the spawning flow inBasicSpawner. - Implement/Finalize the chat system within the lobby lounge.
- Ensure all scene transitions (Main Scene) are robust.