diff --git a/docs/tutorials/testing/testing_locally.md b/docs/tutorials/testing/testing_locally.md index 212fe2022..8200e0aa9 100644 --- a/docs/tutorials/testing/testing_locally.md +++ b/docs/tutorials/testing/testing_locally.md @@ -4,9 +4,10 @@ title: Testing multiplayer games locally description: Guide covering the available workflows for testing multiplayer games locally. --- Testing a multiplayer game presents unique challenges: - - You need to run multiple instances of the game in order to test multiplayer scenarios. - - You also need to iterate quickly on custom code and asset changes and validate work in a multiplayer scenario. - - You need to be able to debug work in a multiplayer scenario using editor tools. + +* You need to run multiple instances of the game in order to test multiplayer scenarios. +* You also need to iterate quickly on custom code and asset changes and validate work in a multiplayer scenario. +* You need to be able to debug work in a multiplayer scenario using editor tools. Currently, Unity does not provide any workflow that covers all of these requirements. (See our [roadmap here](https://unity.com/roadmap/unity-platform/multiplayer-networking)) @@ -22,7 +23,7 @@ Player builds do not meet the quick iteration and easy debuggability using edito This approach is great when we need to verify work on the target platform or with a wider group of testers. ::: -First step is to build an executable. +First step is to build an executable. 1. Navigate to `File->Build Settings` in the menu bar. 1. Click `Build`. @@ -45,29 +46,23 @@ Though functional, we find this approach to be somewhat slow for the purposes of ::: ## ParrelSync -:::caution -ParallelSync is **not** supported by Unity. More information on its usage is available [here](https://github.com/VeriorPies/ParrelSync). Troubleshooting information can be found [here](https://github.com/VeriorPies/ParrelSync/wiki/Troubleshooting-&-FAQs) +[**ParrelSync**](https://github.com/VeriorPies/ParrelSync) is an open-source Unity editor extension that allows users to **test multiplayer gameplay without building the project** by having another Unity editor window opened and mirror the changes from the original project. +:::caution +ParallelSync is **not** supported by Unity. Please see the repositor for more information and [troubleshooting information](https://github.com/VeriorPies/ParrelSync/wiki/Troubleshooting-&-FAQs) ::: -![parrelsync-bossroom-demo](../../../static/img/parrelsync-bossroom-demo.gif) - -[**ParrelSync**](https://github.com/VeriorPies/ParrelSync) is an open-source Unity editor extension that allows users to **test multiplayer gameplay without building the project** by having another Unity editor window opened and mirror the changes from the original project. - **ParrelSync** works by making a copy of the original project folder and creating symbolic links to the `Asset` and `Project Settings` folders back from the original project. We use **ParrelSync** for local iteration in [Boss Room sample](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/). -:::important - -**ParrelSync** relies on symbolic links and partial copies of the original project folder structure - generally it is completely safe. +![parrelsync-bossroom-demo](../../../static/img/parrelsync-bossroom-demo.gif) -To ensure that no bug in any of the software you use can destroy your work - it is recommended that you consistently backup your project or use a version control system. Some common examples are: -- [Git](https://git-scm.com/) -- [SVN](https://subversion.apache.org/) -- [Plastic](https://www.plasticscm.com/) +ParrelSync is generally safe because it relies on symbolic links and partial copies of the original project folder structure. +:::important +Although ParrelSync is generally safe, you should still consistently back up your project or use a version control system to ensure you don't lose your work. ::: ### Installation @@ -75,9 +70,10 @@ To ensure that no bug in any of the software you use can destroy your work - it Follow the installation instructions on **ParrelSync** repo [page](https://github.com/VeriorPies/ParrelSync#installation) ### Usage - - Navigate to `ParrelSync->Preferences` in the menu bar to open the preferences window. - - Ensure that both Options are selected as shown below - + +* Navigate to `ParrelSync->Preferences` in the menu bar to open the preferences window. +* Ensure that both Options are selected as shown below + ![parrelsync-preferences](/img/parrelsync-preferences.png) :::important @@ -86,21 +82,40 @@ By default **ParrelSync** prevents asset serialization in all clone instances an ::: - - Open the `ParrelSync->Clones Manager` from which you can launch, create and remove clone editors. - - Advanced usage is to utilize **ParrelSync's** capability of passing [Arguments](https://github.com/VeriorPies/ParrelSync/wiki/Argument) to clones, thus allowing to run custom logic on a per-clone basis. +* Open the `ParrelSync->Clones Manager` from which you can launch, create and remove clone editors. + * Advanced usage is to utilize **ParrelSync's** capability of passing [Arguments](https://github.com/VeriorPies/ParrelSync/wiki/Argument) to clones, thus allowing to run custom logic on a per-clone basis. + +### UGS Authentication + +When you use [Unity Authentication](https://docs.unity.com/authentication/IntroUnityAuthentication.html), it caches the user's identity locally, even with [Anonymous Sign-in](https://docs.unity.com/authentication/UsingAnonSignIn.html).This means that each ParrelSync clone will be signed in as the same user, making testing certain scenarios difficult. You can force each clone to use a different identity using the [profile management in the Authentication SDK](https://docs.unity.com/authentication/ProfileManagement.html). You can use `ParrelSync.ClonesManager` to detect and automate this step. + +```csharp +// ParrelSync should only be used within the Unity Editor so you should use the UNITY_EDITOR define +#if UNITY_EDITOR +if (ParrelSync.ClonesManager.IsClone()) +{ + // When using a ParrelSync clone, switch to a different authentication profile to force the clone + // to sign in as a different anonymous user account. + string customArgument = ParrelSync.ClonesManager.GetArgument(); + AuthenticationService.Instance.SwitchProfile($"Clone_{customArgument}_Profile"); +} +#endif +``` ### Known issues and workarounds - - An important nuance is that **ParrelSync** does not sync changes made to packages. `Packages` folder is synced on clone opening, so if you made package changes - you should close and re-open your clones. - - [Relevant GitHub issue](https://github.com/VeriorPies/ParrelSync/issues/48) - - If you encounter a Netcode error that mentions `soft sync` - that generally means that prefabs or scenes are not in sync between editors. You should save the project in the main editor via `File->Save Project` and refresh the projects in the clone editors by pressing `Ctrl + R` (which is by default done automatically) or reimport networked prefabs in the main editor. - - More information and general **ParrelSync** FAQ: https://github.com/VeriorPies/ParrelSync/wiki/Troubleshooting-&-FAQs - - The ultimate workaround in case nothing helps - deleting and re-creating the clone instance via `ParrelSync->Clones Manager` window. + +* An important nuance is that **ParrelSync** does not sync changes made to packages. `Packages` folder is synced on clone opening, so if you made package changes - you should close and re-open your clones. + * [Relevant GitHub issue](https://github.com/VeriorPies/ParrelSync/issues/48) +* If you encounter a Netcode error that mentions `soft sync` - that generally means that prefabs or scenes are not in sync between editors. You should save the project in the main editor via `File->Save Project` and refresh the projects in the clone editors by pressing `Ctrl + R` (which is by default done automatically) or reimport networked prefabs in the main editor. +* More information and general **ParrelSync** FAQ: https://github.com/VeriorPies/ParrelSync/wiki/Troubleshooting-&-FAQs +* The ultimate workaround in case nothing helps - deleting and re-creating the clone instance via `ParrelSync->Clones Manager` window. ## General tips - - Bigger screens or multi-screen setups allow for more screen real estate, which is handy when one has to have multiple instances of an app opened at the same time. - - **ParrelSync** has to copy and update separate `Packages` and `Library` folders for every clone, and in certain cases a fix for misbehaving clone is re-creation - a good SSD makes this process quite a bit faster. - - Creating a fork of any git repository that your project relies upon in production could help avoid bad surprises if the repo gets taken down or introduces an undesirable change. You should fork **ParrelSync** before using it in your live project. + +* Bigger screens or multi-screen setups allow for more screen real estate, which is handy when one has to have multiple instances of an app opened at the same time. +* **ParrelSync** has to copy and update separate `Packages` and `Library` folders for every clone, and in certain cases a fix for misbehaving clone is re-creation - a good SSD makes this process quite a bit faster. +* Creating a fork of any git repository that your project relies upon in production could help avoid bad surprises if the repo gets taken down or introduces an undesirable change. You should fork **ParrelSync** before using it in your live project. :::contribution Special Thanks -This guide would not have been possible without the hard work and support of Philipp Deschain, Unity. -::: \ No newline at end of file +This guide would not have been possible without the hard work and support of Philipp Deschain, Unity. +:::