UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
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{
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"displayName": "Simple Multiplayer",
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"description": "Demonstrates how to set up a simple local multiplayer scenario."
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}
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# Simple Multiplayer Demo
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This demo shows a simple local multiplayer setup. Players can join by pressing buttons on the supported devices. As players join, the screen is subdivided in split-screen fashion.
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Joining is handled by the `PlayerManager` GameObject in the scene which has the `PlayerInputManager` component added to it. The component references [`Player.prefab`](./Player.prefab) which is instantiated for each player that joins the game.
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The prefab contains a GameObject that has a `PlayerInput` component added to it. The component references the [actions](./SimpleMultiplayerControls.inputactions) available to each player which, by means of the control schemes defined in the asset, also determine the devices (and combinations of devices) supported by the game.
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The actions available to each player are intentionally kept simple for this demonstration in order to not add irrelevant details. The only action available to players is `Teleport` which players can trigger through a button on their device. When trigger, they will be teleported to a random position within the game area. This serves to demonstrate that player inputs are indeed separate.
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Note that each `PlayerInput` also references a `Camera` which is specific to each player. This is used by `PlayerInputManager` to configure the split-screen setup.
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using UnityEngine;
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public class SimpleMultiplayerPlayer : MonoBehaviour
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{
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// Just add *some* kind of movement. The specifics here are not of interest. Serves just to
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// demonstrate that the inputs are indeed separate.
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public void OnTeleport()
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{
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transform.position = new Vector3(Random.Range(-75, 75), 0.5f, Random.Range(-75, 75));
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