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  1. Boss Room architecture | Unity Multiplayer

    • Boss Room's code is organized into multiple domain-based assemblies, each with a relatively self-contained purpose. An exception to this organization structure is the Gameplay assembly, which hous… See more

    Application Flow​

    The application flow of Boss Room starts with the Startupscene (which should always load first). … See more

    Unity Multiplayer Netw…
    Game State and Scene Flow​

    Each scene in Boss Room has an entry point component sitting on a root-level GameObject that serves as a scene-specific composition root. After Boss Room starts and t… See more

    Unity Multiplayer Networking
    Transports​

    Boss Room supports two network transport mechanisms: 1. IP 2. Unity Relay Clients connect directly to a host via an IP address when using IP. However, the IP network transport o… See more

    Unity Multiplayer Networking
    Connection Flow State Machine​

    The ConnectionManager, a simple state machine, owns Boss Room's network connection flow. It receives inputs from Netcode for GameObjects (or the user) and handles th… See more

    Unity Multiplayer Networking
    Session Management and Reconnection​

    To allow users to reconnect to the game and restore their game state, Boss Room stores a map of the GUIDs for their respective data. This way, it ensures that when a pla… See more

    Unity Multiplayer Networking
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  2. Boss Room's code is organized into multiple domain-based assemblies, each with a relatively self-contained purpose. An exception to this organization structure is the Gameplay assembly, which houses most of the networked gameplay logic and other functionality tightly coupled with the gameplay logic.
    docs-multiplayer.unity3d.com/netcode/current/learn/bossroom/bossroom-architecture/
    docs-multiplayer.unity3d.com/netcode/current/learn/bossroom/bossroom-archite…
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