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Feat: local scene development multiplayer #3314
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# Conflicts: # Explorer/Assets/DCL/PluginSystem/DCL.Plugins.asmdef
Windows and Mac build successfull in Unity Cloud! You can find a link to the downloadable artifact below. |
# Conflicts: # Explorer/Assets/Scripts/Global/Dynamic/DynamicWorldContainer.cs
…tiplayer' into feat/local-scene-development-multiplayer
# Conflicts: # Explorer/Assets/DCL/Browser/DecentralandUrls/DecentralandUrl.cs # Explorer/Assets/DCL/PluginSystem/World/GltfContainerPlugin.cs
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✅ Approved
I tested the following scenarios:
- Created 5 new instances (from the 5 accounts I have across social and web3).
- All instances sync correctly with each other, including emotes, chat, and passports.
- If I close an instance and reopen it, the account data persists as expected.
Everything is working as intended! ✅
5Instances.mp4
Regressions for this ticket had been performed in order to verify that the normal flow is working as expected:
- ✔️ Log In/Log Out
- ✔️ Backpack and wearables in world
- ✔️ Emotes in world and in backpack
- ✔️ Teleport with map/coordinates/Jump In
- The Inn
- Metadynelabs world - Pravus World
- Metagamimall
- Casa Roustan
- Live Event Scenes
- ✔️ Chat and multiplayer
- ✔️ Profile card
- ✔️ Camera
- ✔️ Skybox
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I would suggest setting up a syncEntity
scene to confirm that multiplayer is working correctly
What does this PR change?
How to test the changes?
Validate this flow on Windows and MacOS (Intel and Arm64)
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