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com.unity.netcode.gameobjects/Documentation~/TableOfContents.md

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* [Enum types](advanced-topics/serialization/enum-types.md)
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* [Arrays](advanced-topics/serialization/serialization-arrays.md)
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* [INetworkSerializable](advanced-topics/serialization/inetworkserializable.md)
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* [INetworkSerializeByMemcpy](advanced-topics/serialization/inetworkserializebymemcpy.md)
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* [Custom serialization](advanced-topics/custom-serialization.md)
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* [NetworkObject serialization](advanced-topics/serialization/networkobject-serialization.md)
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* [FastBufferWriter and FastBufferReader](advanced-topics/fastbufferwriter-fastbufferreader.md)
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* [FAQ](learn/faq.md)
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* [Samples](samples.md)
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* [Boss Room](samples/bossroom/bossroom-landing.md)
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- [Boss Room](samples/bossroom/getting-started-boss-room.md)
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- [Boss Room architecture](samples/bossroom/architecture.md)
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* [NetworkObject parenting](samples/bossroom/networkobject-parenting.md)
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* [Optimizing Boss Room](samples/bossroom/optimizing-bossroom.md)
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* [NetworkRigidbody](samples/bossroom/networkrigidbody.md)
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* [Spawn NetworkObjects](samples/bossroom/spawn-networkobjects.md)
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* [Migrate from UNet to Netcode for GameObjects](migratingfromUNet.md)
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# Boss Room sample
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The Boss Room sample is a multiplayer game that demonstrates how to use Netcode for GameObjects to create a networked game. It provides a complete example of how to implement various features such as player movement, combat, and game state management in a multiplayer environment.
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> [!WARNING]
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> Boss Room is no longer being actively maintained as of 2026. While it remains available as a learning resource, it may not be compatible with the latest versions of Netcode for GameObjects or Unity.
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| **Topic** | **Description** |
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| :------------------------------ | :------------------------------- |
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| **[Boss Room](getting-started-boss-room.md)** | Boss Room is a fully functional co-op multiplayer RPG made with Unity Netcode. It's an educational sample designed to showcase typical netcode [patterns](bossroom-actions.md) often featured in similar multiplayer games. |
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| **[Boss Room architecture](architecture.md)** | This article describes the high-level architecture of the Boss Room codebase and dives into some reasoning behind architectural decisions. |
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| **[NetworkObject parenting](networkobject-parenting.md)** | Understand how NetworkObjects are parented in the Boss Room sample. |
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| **[Optimizing Boss Room](optimizing-bossroom.md)** | Understand how performance is optimized in the Boss Room sample. |
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| **[NetworkRigidbody](networkrigidbody.md)** | Understand how NetworkRigidbody is used in the Boss Room sample. |
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| **[Spawn NetworkObjects](spawn-networkobjects.md)** | Understand how NetworkObjects are spawned in the Boss Room sample. |
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The [Boss Room sample](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop) is a multiplayer game that demonstrates how to use Netcode for GameObjects to create a networked game. It provides a complete example of how to implement various features such as player movement, combat, and game state management in a multiplayer environment.
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Refer to the [Boss Room README](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/README.md) for more information on how to set up and run the sample project.

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