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Assets/Rivet/README.md

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# Rivet Unity Plugin
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The Rivet Unity Plugin allows you to connect your game with Rivet, and easily
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build and ship your multiplayer games to the world in under a minute.
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More learning content related to Unity and Rivet can be found in the [Rivet
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Learning Center](https://rivet.gg/learn/unity). You can also find an example of
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this plugin being used in the [Rivet examples
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repository](https://github.com/rivet-gg/examples/tree/main/unity/tanks-fishnet).
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# 1.0 Table of Contents
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- [Rivet Unity Plugin](#rivet-unity-plugin)
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- [1.0 Table of Contents](#10-table-of-contents)
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- [2.0 Plugin Usage](#20-plugin-usage)
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- [2.1 Linking](#21-linking)
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- [2.2 Playtest Tab](#22-playtest-tab)
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- [2.3 Deploy Tab](#23-deploy-tab)
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- [2.4 Settings Tab](#24-settings-tab)
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- [2.5 API Usage and Reference](#25-api-usage-and-reference)
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# 2.0 Plugin Usage
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## 2.1 Linking
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First, you'll need to link the Rivet Unity Plugin to your project on the Rivet
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Hub. You can open the Rivet Unity Plugin window by going to `Window > Rivet
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Plugin`.
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At this point, if the Rivet CLI isn't installed, the plugin shows a button that
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handles the installation for you.
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After the installation, you'll be prompted to link your project with the Rivet
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Hub. By clicking "Sign in with Rivet", a browser window will be opened and let
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you select or create a project on the Rivet Hub.
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## 2.2 Playtest Tab
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The playtesting tab allows you to select how your local game and game builds
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will connect to Rivet servers. There are two items you can change here:
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- **Server**: This allows you to select if you want to connect to a locally
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hosted server with `This machine`, or Rivet servers with `Rivet servers`. More
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often, you'll likely want to use Rivet servers so that you can quickly get
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others testing the game with publically accessible lobbies. Local testing can
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allow you to run a server on your machine for better debugging purposes.
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- **Namespace**: This will allow you to choose which namespace you'd like to
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connect to. By default, the options are "Production" and "Staging", but others
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can be added on the Rivet Hub.
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## 2.3 Deploy Tab
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The Deploy tab allows you to build your game server and upload it to Rivet. You
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can choose which namespace you'd like to deploy to. By default, the options are
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"Production" and "Staging".
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Staging can be used for testing, or to playtest with others. After you upload to
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staging, make sure to go back to the Playtest tab and select the "Staging"
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namespace, and change the server to "Rivet Servers".
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Once you're ready to deploy to production, you can select the "Production"
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namespace and deploy your server there. As soon as you deploy to production,
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your updated server will be live for any future lobbies that are started.
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## 2.4 Settings Tab
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From the settings tab, you may unlink your game. This will bring you back to the
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login screen, allowing you to re-link your project if needed.
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## 2.5 API Usage and Reference
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You can find the full Rivet API reference
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[here](https://rivet.gg/docs/matchmaker). Items under the Matchmaker API
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(`lobbies`, `players`, and `regions`) are all implemented in the Unity plugin.
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Here's how you might use the `matchmaker/lobbies/find` endpoint:
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```csharp
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// Find lobby and connect with FishNet
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var rivetManager = FindObjectOfType<RivetManager>();
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StartCoroutine(rivetManager.FindLobby(new FindLobbyRequest
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{
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GameModes = new[] { gameMode },
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}, res =>
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{
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// Connect to server
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var port = res.Ports["default"];
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Debug.Log("Connecting to " + port.Hostname + ":" + port.Port);
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var networkManager = FindObjectOfType<NetworkManager>();
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networkManager.ClientManager.StartConnection(port.Hostname, port.Port);
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UpdateConnectionInfo();
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}, fail => { Debug.Log($"Failed to find lobby: {fail}"); }));
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```

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