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Update README.md
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ooonush authored Jan 6, 2024
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Expand Up @@ -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.
Expand All @@ -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)
Expand Down Expand Up @@ -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`.
but creates an object in the possession of SessionPlayer instead of `NetworkConnection`.

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