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wiki/entities/NetcodeForGameObjects.md
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wiki/entities/NetcodeForGameObjects.md
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---
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title: "Netcode for GameObjects"
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type: entity
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tags: [unity, networking, framework]
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sources: [unity-multiplayer-engineer]
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last_updated: 2026-04-26
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---
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## Aliases
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- NGO
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- Netcode for GameObjects (NGO)
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## Type
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Unity 官方多人游戏网络框架
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## Definition
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Netcode for GameObjects(NGO)是 Unity 官方提供的多人游戏网络编程框架,提供 `NetworkObject`、`NetworkVariable<T>`、`ServerRpc`、`ClientRpc` 等核心网络原语,简化服务器权威多人游戏开发。
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## Core Components
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| 组件 | 类型 | 用途 |
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|------|------|------|
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| `NetworkObject` | 组件 | 挂载到 GameObject 使其可联网 |
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| `NetworkVariable<T>` | 类型 | 持久化状态同步 |
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| `ServerRpc` | 特性 | 客户端调用 → 服务器执行 |
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| `ClientRpc` | 特性 | 服务器调用 → 所有客户端执行 |
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| `NetworkManager` | 组件 | 网络管理器 |
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| `UnityTransport` | 组件 | 底层传输层(支持直连/Relay) |
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## Key Design Decisions
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- **服务器权威**:所有 NetworkVariable write 权限默认为 Server
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- **自动同步**:NetworkVariable 变化自动同步,无需手动调用
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- **Prefabs 注册**:所有联网 Prefab 必须注册到 NetworkPrefabs 列表
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## Related Concepts
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- [[ServerAuthority]]: NGO 强制服务器权威
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- [[NetworkVariable]]: 核心数据类型
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- [[UnityRelay]]: 通过 UnityTransport 集成 Relay
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- [[UnityMultiplayerEngineer]]: 使用 NGO 构建游戏的专家
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## Related Entities
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- [[UnityGamingServices]]: NGO 与 UGS 深度集成
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- [[UnityTransport]]: NGO 的传输层实现
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wiki/entities/UnityGamingServices.md
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wiki/entities/UnityGamingServices.md
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---
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title: "Unity Gaming Services"
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type: entity
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tags: [unity, cloud-services, platform]
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sources: [unity-multiplayer-engineer]
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last_updated: 2026-04-26
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---
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## Aliases
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- UGS
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- Unity Cloud Services
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## Type
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Unity 云服务平台
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## Definition
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Unity Gaming Services(UGS)是 Unity 官方提供的云服务集合,包含身份认证、匹配大厅、流量中继、分析、远程配置等多人游戏所需的云端组件。
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## Core Services for Multiplayer
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| 服务 | 用途 |
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|------|------|
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| **Relay** | 流量中继,解决 NAT 穿透,保护主机 IP |
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| **Lobby** | 匹配大厅,存储元数据(房间名、地图等) |
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| **Authentication** | 匿名登录,为 Relay/Lobby 提供玩家身份 |
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| **Multiplay** | 专业服务器托管(付费服务) |
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## Quick Start
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```csharp
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await UnityServices.InitializeAsync();
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await AuthenticationService.Instance.SignInAnonymouslyAsync();
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```
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## Related Concepts
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- [[UnityRelay]]: UGS 核心多人服务
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- [[UnityLobby]]: UGS 核心多人服务
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- [[ServerAuthority]]: UGS 服务支持服务器权威架构
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## Related Entities
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- [[UnityMultiplayerEngineer]]: 使用 UGS 的专家
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- [[UnityTransport]]: 集成 UGS 服务的传输层
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- [[UnityGamingServices]]: 即本条目
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wiki/entities/UnityMultiplayerEngineer.md
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wiki/entities/UnityMultiplayerEngineer.md
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---
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title: "Unity Multiplayer Engineer"
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type: entity
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tags: [agent, unity, networking]
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sources: [unity-multiplayer-engineer]
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last_updated: 2026-04-26
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---
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## Aliases
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- UnityMultiplayerEngineer
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## Type
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AI Agent 人格角色定义
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## Definition
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Unity Multiplayer Engineer 是一个 AI Agent 人格定义,专门用于设计和实现 Unity 多人游戏网络系统。角色具备延迟感知、抗作弊意识、确定性思维,专注于服务器权威、客户端预测和带宽优化。
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## Core Identity
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- **专业领域**:Netcode for GameObjects(NGO)、Unity Gaming Services(Relay/Lobby)
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- **设计原则**:服务器权威、延迟容忍、抗作弊
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- **技术栈**:C#、Unity、UnityTransport、UGS
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## Key Responsibilities
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1. 实现服务器权威游戏逻辑
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2. 集成 Unity Relay 和 Lobby
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3. 设计 NetworkVariable 和 RPC 架构
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4. 实现客户端预测与调和
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5. 构建反作弊验证系统
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## Success Metrics
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- 200ms 模拟延迟下零同步错误
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- 所有 ServerRpc 输入经服务器验证
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- 每玩家稳态带宽 < 10KB/s
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- Relay 连接成功率 > 98%
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## Related Concepts
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- [[ServerAuthority]]: 角色遵循的核心架构
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- [[ClientPrediction]]: 角色实现的关键技术
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- [[AntiCheatArchitecture]]: 角色的核心职责之一
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- [[BandwidthManagement]]: 角色的性能优化目标
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## Related Entities
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- [[UnrealMultiplayerArchitect]]: 虚幻引擎领域的对应角色
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- [[NetcodeForGameObjects]]: 角色的主要工具
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- [[UnityGamingServices]]: 角色依赖的云服务
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24
wiki/entities/UnrealEngine5.md
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wiki/entities/UnrealEngine5.md
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---
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title: "Unreal Engine 5"
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type: entity
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tags: ["game-engine", "game-development", "unreal"]
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sources: ["unreal-technical-artist", "unreal-world-builder"]
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last_updated: 2026-04-26
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---
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## Overview
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Unreal Engine 5(UE5)是 Epic Games 开发的新一代游戏引擎,提供完整的 AAA 级视觉内容创作工具链。[[unreal-technical-artist]] 的核心工作平台。
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## Key Capabilities Relevant to Technical Art
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- **Material Editor**:可视化材质创作系统,支持 Material Functions、Material Instances、Quality Switch
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- **Niagara**:新一代 VFX 和粒子系统,支持 GPU/CPU 分离模拟
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- **PCG**(Procedural Content Generation):程序化内容生成框架,用于开放世界资产分布
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- **Nanite**:虚拟几何体系统,支持自动 LOD 和海量实例化
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- **Substrate**(UE5.3+):多层物理材质系统,替代传统 SSS workaround
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- **World Partition**:开放世界分区管理,与 HLOD 和 PCG 流式加载协同
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- **Unreal Insights**:性能分析工具,用于渲染性能瓶颈诊断
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## In This Wiki
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- [[unreal-technical-artist]] — 视觉系统工程师 Agent,依赖 UE5 工具链交付 AAA 视觉资产
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- [[unreal-world-builder]] — 开放世界场景搭建 Agent,基于 UE5 World Partition
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- [[unreal-systems-engineer]] — 引擎底层系统工程师 Agent,深度集成 UE5 架构
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wiki/entities/UnrealMultiplayerArchitect.md
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wiki/entities/UnrealMultiplayerArchitect.md
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---
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title: "Unreal Multiplayer Architect"
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type: entity
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tags: [agent, unreal, networking]
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sources: [unreal-multiplayer-architect]
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last_updated: 2026-04-26
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---
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## Aliases
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- UnrealMultiplayerArchitect
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## Type
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AI Agent 人格角色定义
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## Definition
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Unreal Multiplayer Architect 是一个 AI Agent 人格定义,专门用于设计和实现 Unreal Engine 多人游戏系统。角色专注于 GAS(Gameplay Ability System)、Gameplay Tags、网络角色所有权和 RPC 设计。
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## Core Identity
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- **专业领域**:Unreal Engine 5、Gameplay Framework、GAS、Replication
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- **设计原则**:服务器权威、网络优化、确定性多人游戏
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- **技术栈**:C++、Blueprints、Unreal Networking
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## Related Concepts
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- [[ServerAuthority]]: 角色遵循的核心架构(与 Unity 版本互补)
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- [[LagCompensation]]: 角色实现的关键技术
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## Related Entities
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- [[UnityMultiplayerEngineer]]: Unity 引擎领域的对应角色
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## Connections to Unity Side
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- 两者在 [[ServerAuthority]] 原则上完全一致
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- 客户端预测实现细节有差异,可互补学习
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- 网络框架不同,但架构模式相通
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