diff --git a/README.md b/README.md index 18870a2..2ca49fe 100644 --- a/README.md +++ b/README.md @@ -44,7 +44,7 @@ You can see an example use case in the `BasicSessionAuthenticator.cs` script. There is also support for `Unity Authentication` in this package. To use it, you need to install [Unity Authentication](https://unity.com/products/authentication) package and use `UnitySessionAuthenticator` component. -## Components Setup. +## Components Setup For the session manager to work, you must add several components: 1. `SessionAuthenticator` you want to use. Remember to assign it to the `Authenticator` field in the `ServerManager` component. @@ -67,10 +67,10 @@ As you can see, the `PlayerId` string is only available on the server, which ens Clients cannot recognize the PlayerId of other players, and so that they can still distinguish between players, there is a ClientPlayerId. This is a unique player identifier that is available to both server and clients. -### FishNet technical limitations. +### Unity technical limitations. You may need to synchronize SessionPlayer over the network. For example, send it using Rpc, or use it in [SyncVar]. SessionManagement supports a custom serializer that allows you to do this. -But unfortunately, FishNet does not yet know how to find custom serializers in another Assembly. +But unfortunately, due to Unity limitations, FishNet can't find custom serializers in other Assemblies. You get similar errors in the console: ![image](https://github.com/ooonush/com.alven.fishnet.sessionmanagement/assets/72870405/bb35c321-d9a9-4a43-bfdd-9e9b541cf256) @@ -211,4 +211,4 @@ private void OnRemotePlayerConnectionState(SessionPlayer sessionPlayer, RemotePl ``` There is a `SessionPlayerSpawner` component in the asset that follows the `PlayerSpawner` logic from FishNet, -but creates an object in the possession of SessionPlayer instead of `NetworkConnection`. \ No newline at end of file +but creates an object in the possession of SessionPlayer instead of `NetworkConnection`.