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upgraded to SpatialOS 11.1.0
1 parent 6301f1f commit ccafdb5

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-31
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.gitignore

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@@ -2,3 +2,4 @@ spatial.log
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spatialos_worker_packages.json
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build/
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logs/
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workers/unity/external-default-unityclient.log

README.md

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# Starter Project
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---
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*Copyright Improbable Worlds Ltd, 2017*
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*Copyright (C) 2017 Improbable Worlds Limited. All rights reserved.*
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- *GitHub repository*: [https://github.com/spatialos/StarterProject](https://github.com/spatialos/StarterProject)
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snapshots/default.snapshot

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spatialos.json

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{
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"name": "your_project_name_here",
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"project_version": "1.0.0",
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"sdk_version": "11.0.0",
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"sdk_version": "11.1.0",
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"dependencies": [
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{"name": "standard_library", "version": "11.0.0"}
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{"name": "standard_library", "version": "11.1.0"}
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]
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}

workers/unity/Assets/Gamelogic/Core/TransformReceiver.cs

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using Assets.Gamelogic.Utils;
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using Improbable;
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using Improbable;
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using Improbable.Core;
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using Improbable.Unity.CodeGeneration;
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using Improbable.Unity.Visualizer;
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using UnityEngine;
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@@ -15,7 +13,7 @@ public class TransformReceiver : MonoBehaviour
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void OnEnable()
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{
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transform.position = PositionReader.Data.coords.ToUnityVector();
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transform.rotation = MathUtils.ToUnityQuaternion(RotationReader.Data.rotation);
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transform.rotation = RotationReader.Data.rotation.ToUnityQuaternion();
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PositionReader.ComponentUpdated.Add(OnPositionUpdated);
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RotationReader.ComponentUpdated.Add(OnRotationUpdated);
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{
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if (update.rotation.HasValue)
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{
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transform.rotation = MathUtils.ToUnityQuaternion(update.rotation.Value);
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transform.rotation = update.rotation.Value.ToUnityQuaternion();
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}
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}
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}

workers/unity/Assets/Gamelogic/EntityTemplates/EntityTemplateFactory.cs

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using Improbable.Player;
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using Improbable.Unity.Core.Acls;
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using Improbable.Worker;
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using Quaternion = Improbable.Core.Quaternion;
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using Quaternion = UnityEngine.Quaternion;
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using UnityEngine;
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using Improbable.Unity.Entity;
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.AddMetadataComponent(entityType: SimulationSettings.PlayerCreatorPrefabName)
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.SetPersistence(true)
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.SetReadAcl(CommonRequirementSets.PhysicsOrVisual)
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.AddComponent(new Rotation.Data(new Quaternion(0, 0, 0, 0)), CommonRequirementSets.PhysicsOnly)
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.AddComponent(new Rotation.Data(Quaternion.identity.ToNativeQuaternion()), CommonRequirementSets.PhysicsOnly)
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.AddComponent(new PlayerCreation.Data(), CommonRequirementSets.PhysicsOnly)
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.Build();
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.AddMetadataComponent(entityType: SimulationSettings.PlayerPrefabName)
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.SetPersistence(false)
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.SetReadAcl(CommonRequirementSets.PhysicsOrVisual)
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.AddComponent(new Rotation.Data(new Quaternion(0,0,0,0)), CommonRequirementSets.PhysicsOnly)
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.AddComponent(new Rotation.Data(Quaternion.identity.ToNativeQuaternion()), CommonRequirementSets.PhysicsOnly)
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.AddComponent(new ClientAuthorityCheck.Data(), CommonRequirementSets.SpecificClientOnly(clientId))
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.AddComponent(new ClientConnection.Data(SimulationSettings.TotalHeartbeatsBeforeTimeout), CommonRequirementSets.PhysicsOnly)
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.Build();
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.AddMetadataComponent(entityType: SimulationSettings.CubePrefabName)
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.SetPersistence(true)
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.SetReadAcl(CommonRequirementSets.PhysicsOrVisual)
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.AddComponent(new Rotation.Data(new Quaternion(0, 0, 0, 0)), CommonRequirementSets.PhysicsOnly)
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.AddComponent(new Rotation.Data(Quaternion.identity.ToNativeQuaternion()), CommonRequirementSets.PhysicsOnly)
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.Build();
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return cubeTemplate;
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using Improbable;
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using UnityEngine;
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namespace Assets.Gamelogic.Utils
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{
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public static class MathUtils {
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public static class MathUtils {
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public static Quaternion ToUnityQuaternion(Improbable.Core.Quaternion quaternion)
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{
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return new Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
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}
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public static Quaternion ToUnityQuaternion(this Improbable.Core.Quaternion quaternion)
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{
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return new Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
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}
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public static Improbable.Core.Quaternion ToNativeQuaternion(Quaternion quaternion)
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{
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return new Improbable.Core.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
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}
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public static Improbable.Core.Quaternion ToNativeQuaternion(this Quaternion quaternion)
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{
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return new Improbable.Core.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
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}
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}
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