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Adding callout boxes to all Boss Room pages
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com.unity.netcode.gameobjects/Documentation~/samples/bossroom/architecture.md

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# Boss Room architecture
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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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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 often featured in similar multiplayer games. Players work together to fight Imps and a boss using a click-to-move control model.
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This article describes the high-level architecture of the Boss Room codebase and dives into some reasoning behind architectural decisions.

com.unity.netcode.gameobjects/Documentation~/samples/bossroom/bossroom-actions.md

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# Boss Room actions walkthrough
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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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Boss Room's actions each use a different pattern for good multiplayer quality. This doc walks you through each of them and goes into details about how we implemented each and what lessons you can learn from each. You can get their implementations [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/tree/main/Assets/Scripts/Gameplay/Action).
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<figure>

com.unity.netcode.gameobjects/Documentation~/samples/bossroom/getting-started-boss-room.md

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# Getting started with Boss Room
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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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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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> [!NOTE]

com.unity.netcode.gameobjects/Documentation~/samples/bossroom/networkobject-parenting.md

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# NetworkObject parenting inside Boss Room
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:::note
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Required reading: [NetworkObject Parenting](../../advanced-topics/networkobject-parenting.md)
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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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Before detailing Boss Room's approach to NetworkObject parenting, it's important to highlight a limitation of Netcode: A dynamically-spawned NetworkObject **can't** contain another NetworkObject in its hierarchy. If you spawn such a NetworkObject, you can't spawn children `NetworkObjects`. You can only add children NetworkObject components to a NetworkObject that is part of a scene.
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com.unity.netcode.gameobjects/Documentation~/samples/bossroom/networkrigidbody.md

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# NetworkRigidbody inside Boss Room
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Required reading: [Physics](../..//advanced-topics/physics.md)
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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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Boss Room leverages `NetworkRigidbody` to simulate physics-based projectiles. See the Vandal Imp's tossed projectile, the [`ImpTossedItem` prefab](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Assets/Prefabs/Game/ImpTossedItem.prefab). At its root, this Prefab has a NetworkObject, a `NetworkTransform`, a `Rigidbody`, and a `NetworkRigidbody` component. Refer to [`TossAction.cs`](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs) for more implementation details.
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com.unity.netcode.gameobjects/Documentation~/samples/bossroom/optimizing-bossroom.md

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# Optimizing Boss Room performance
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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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Optimization is critical for networked and non-networked games. However, you have more limitations and constraints to consider when building a networked game. For example, networked games must account for latency, packet loss, reliability, and bandwidth limitations.
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One of the more critical optimizations of a networked game is how much bandwidth it consumes. The following issues can occur with networked games that have high bandwidth usage:

com.unity.netcode.gameobjects/Documentation~/samples/bossroom/spawn-networkobjects.md

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# Spawn NetworkObjects in Boss Room
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Required reading: [Object Spawning](../../basics/object-spawning.md).
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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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This document serves as a walkthrough of Boss Room's approach to solving the following issue: Late-joining clients entering networked sessions encountering zombie `NetworkObjects`. Zombie `NetworkObjects` represent `NetworkObjects` that are instantiated for a client due to scene loads but aren't despawned or destroyed by Netcode.
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