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Building the game

If you're developing, you'll need at some point to build the game so you can test it with multiple clients.

You can follow Unity's instructions about buildingarrow-up-right here if you need help with that.

We currently have two scenes in game, include them both, and you should be fine by leaving everything else default.

Click the Build button, and select the Builds/Game folder, if you don't, the build won't work !

That's it !

Running the Project

Configure your firewall and antivirus

A recurrent issue we have when playing in editor is the game crashing with the exception "Port already in use". We found out that making the SS3D's folder (the whole project's folder) an exception for your firewall and antivirus is solving this issue.

We might add specific instructions here for specific firewalls and antivirus in the future, but it should be pretty straightforward.

Setting up a dedicated server

For the purpose of debugging (maybe even playing some day), this page explain how you can open a server-only SS3D server, in or outside the Unity editor.

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We don't have the SS3D Hub yet, so this is only valid before we have that.

The process of opening SS3D as server only, where you can play and have players connected to your server is possible via two paths:

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Pre-launch instructions

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Using the Command Line Args

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This is only applicable for Built Executables.

To open a server outside the Unity Editor, first you have to build SS3D in the Builds folder of your SS3D project. You can then open a command prompt, move to the Builds folder and type :

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Using Application Settings window

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This is only applicable when using the Unity Engine to open a server, which should be avoided if you're not developing.

You can set the Network Type to Server.

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You can hover the parameters in Application Settings to get a description on what it does and how to use it.

Hosting a server

For the purpose of debugging (maybe even playing some day), this page explain how you can host a SS3D server, in or outside the Unity editor.

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We don't have the SS3D Hub yet, so this is only valid before we have that.

The process of hosting a server, where you can play and have players connected to your server is possible via two paths:

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Pre-launch instructions

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Using the .bat file

Assuming you built the game and have a SS3D.exe file in the Builds folder, you can simply double left click on the Start SS3D Host.bat to launch a server, with john as a username.

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Using the Command Line Args

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This is only applicable for Built Executables.

To host a server outside the Unity Editor, first you have to build SS3D in the Builds folder of your SS3D project. You can then open a command prompt, move to the Builds folder and type :

Replace hostUsername by whatever username you want to use. Don't hit enter yet and skip to launch instructions.

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Using Application Settings window

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This is only applicable when using the Unity Engine for hosting, which should be avoided if you're not developing.

You can set the Network Type to Host, the Editor Server Address to your server IP, or your local IP (127.0.0.1) if hosting from the same machine, and the Ckey to your desired Ckey.

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You can hover the parameters in Application Settings to get a description on what it does and how to use it.

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Launch Instructions

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This is valid for Unity Editor and Built Executable usage.

In the permissions.txt file, inside the Builds/Config folder. The username should have Administrator written on the same line in the permissions.txt file, otherwise it will not able to host the server. This should probably be automated eventually.

You can now hit enter or hit play depending on your case. The server will be launched and you can join with a client now.

Once started, go to server settings and click on start round like in the picture below.

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Troubleshooting

chevron-rightNothing appearing on the server page when hostinghashtag

Check the host username in the command:

It must exactly correspond to whatever username is present in the permissions.txt file, in the Builds/Config folder.

Joining a server

For the purpose of debugging (maybe even playing some day), this page explain how you can join as a client in a SS3D server, in or outside the Unity editor.

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We don't have the SS3D Hub yet, so this is only valid before we have that.

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Using the .bat file

First, launch a server by following instructions on the page Hosting a server.

Assuming you built the game and have a SS3D.exe file in the Builds folder, you can simply double left click on the Start SS3D Client - GhostOfBeep.bat to launch a client, with GhostOfBeep as a username.

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Using the Command Line Args

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This is only applicable for Built Executables.

Open a command prompt in your project's path to the Builds/Config, and run the following command changing the fields appropriately.

This will launch the client, replace clientUsername with your username and replace serverAddress with the desired server address, you can use localhost or 127.0.0.1 for a local server.

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Using Application Settings window

triangle-exclamation

This is only applicable when using the Unity Engine to join a server, which should be avoided if you're not developing.

You can set the Network Type to Client, the Editor Server Address to the desiredserver IP, or your local IP (127.0.0.1) if hosting from the same machine, and the Ckey to your desired Ckey.

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You can hover the parameters in Application Settings to get a description on what it does and how to use it.

start SS3D.exe -serverOnly
start SS3D.exe -ip=serverAddress -ckey=clientUserName -skipintro
start SS3D.exe -host -ckey=hostUsername -skipintro
start SS3D.exe -host -ckey=hostUsername -skipintro