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Releases Β· RevenantX/LiteEntitySystem Β· GitHub
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Releases: RevenantX/LiteEntitySystem
Releases Β· RevenantX/LiteEntitySystem
LiteEntitySystem 1.0.1 hotfix
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- Fix possible error in Destroy logic
- Store controller actual (on ReadInput) input as variable (HumanControllerLogic.CurrentInput)
- Update docs
- Check for HumanControllerLogic instead of ControllerLogic in AddController
- Reduce client lerp buffer default size (from 100ms to 50ms) this can be adjusted in ClientEntityManager.PreferredBufferTimeHighest
- Fix method name typo in
AddSingleton
Assets 2
LiteEntitySystem 1.0.0
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Initial release with all planned features
- .NET Standard 2.1 and pure C# (but with some IL magic)
- Can be used with Unity (2021.2 and later), Godot, Monogame or just pure .net
- Can be used for creation any multiplayer game (2d,3d,4d,...)
- Works with Unity IL2CPP
- Lag compensation
- Serialization of custom types (like strings,lists,arrays,jsons,etc)
- Synchronized variables (with optional notifications on change)
- Client-side prediction
- Client-side spawn prediction (for projectiles)
- Remote procedure calls (RPC) with compile-time checks
- Client input system
- Basic hierarchy system (childs, parent)
- Controllers and Pawns concept
- Interpolation system
- Delta-compressed state synchronization and input
- LZ4 compression of initial world state
- Also works as game logic engine
- LiteNetLib as default transport, but you can implement any other transport
- Also you can enable or disable sync of specific entities
Assets 2
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