This repository contains a Croquet for Unity (C4U) view of Brian Upton's "Demolition" app built on Worldcore.
The most important directories are the following:
unity/
- the Unity project directory, from which you can run the game in the Unity editor or create builds for any platform Unity supports except WebGL.unity/Assets/Scenes/
- thedemolition
scenes (1 to 4), along with theMainMenu
scene (explained below) that allows a group of players to join the same session to play together.unity/Assets/CroquetJS/demolition/
- JavaScript source for building the Croquet side of the game. You can edit the code under this directory to change the game's behavior.
Please feel free to ask questions on our discord.
To setup the project follow these steps...
Node is a prerequisite for installing JavaScript libraries like Croquet and Worldcore, as well as facilitating webpack builds.
Install node.js and the node package manager (npm) for your platform here (LTS Recommended): https://nodejs.org/en/download
Install git from https://git-scm.com/downloads
git clone https://github.com/croquet/croquet-for-unity-demolition.git
Note: this repository's large size is predominantly due to our including a specific version of NodeJS for Windows. On Windows we normally use NodeJS to run the JavaScript side of a C4U session, since Unity on Windows is currently unable to use the WebView mechanism that Croquet prefers. On MacOS we use the WebView by default, but if a project has the necessary entry point for NodeJS execution (as the Demolition game does), NodeJS can be used on Mac as well.
Make sure you have the Unity Hub installed from https://unity.com/download
NOTE: For now, we strongly recommend using exactly Unity Editor Version
2021.3.19f1
for C4U projects
2021.3.19f1 can be downloaded by pasting the following in your browser: unityhub://2021.3.19f1/c9714fde33b6
This deeplink to the Unity Hub should open an installation dialog for the correct version.
In the Unity Hub
app, select Open => Add project from disk
, then navigate to the croquet-for-unity-demolition/unity
folder and hit Add Project
.
In the Project Navigator (typically at bottom left), go to Assets/Settings
and click CroquetSettings.asset
. The main field that you need to set up is the Api Key.
The API Key is a token of around 40 characters that you can create for yourself at https://croquet.io/account. It provides access to the Croquet infrastructure.
The App Prefix is the way of identifying with your organization the Croquet apps that you develop and run. The combination of this prefix and the App Name provided on the Croquet Bridge
component in each scene is a full App ID - for example, io.croquet.worldcore.demolition
. For running the game it is fine to leave this prefix as is, but when you develop your own apps you must change the prefix so that the App ID is a globally unique identifier. The ID must follow the Android reverse domain naming convention - i.e., each dot-separated segment must start with a letter, and only letters, digits, and underscores are allowed.
For MacOS only: Find the Path to your Node executable, by going to a terminal and running
which node
On the CroquetSettings
asset, fill in the Path to Node field with the path.
In the Project Navigator, go to Assets/Scenes
and double-click MainMenu.unity
. If a "TMP importer" dialog comes up at this point, hit the top button ("Import TMP Essentials") then close the dialog. This is just part of the standard setup for Text Mesh Pro (which is used for all the UI).
In the editor's top menu, go to the Croquet
drop-down and ensure that the Build JS on Play
item has a check-mark next to it. If not, invoke the item to toggle the mark.
IMPORTANT: During the next step the editor may appear to have frozen, possibly for some minutes. This is not a sign of failure; please be patient.
Press the Play button. The first time you do so after installation, C4U will notice that you have not yet installed the JavaScript build tools from the package. It will copy them across, and also run an npm install
that fetches all Croquet and other dependencies that are needed. As noted above, depending on network conditions this could take a few minutes - during which, because of Unity's scheduling mechanisms, nothing will appear in the console.
In addition to the tools installation, because Build JS on Play
is set C4U will run a full webpack build of the JavaScript code - eventually adding webpack's output to the console, each line prefixed with "JS builder". The first build of the game will take the longest; on subsequent runs the build process will be faster.
Once all initialization completes, you will see the Demolition splash screen with some buttons. On the very first run, the buttons' labels might not show; if that is the case, resizing the editor a little should bring them to life.
Press the "New Game" button. The Unity console should show a series of log messages for startup of the game - ending with "Croquet view for scene demolition1 running", at which point the game's first block structure will appear. Click to fire; drag to move.
This is an optional configurability feature, not required for you to start playing with Demolition.
Croquet sessions are inherently multi-user, and this applies fully to the sessions that drive a C4U application. If you start the same application on multiple devices, you can expect that all those devices will be in the application together - for example, all cooperating in the Demolition app.
That said, the definition of what counts as "the same application" hinges on the application instances agreeing on all the following factors:
- Application ID. As mentioned in Section 4.0 above, this is a dot-separated name that in C4U is a concatenation of the App Prefix in the
CroquetSettings
asset and the App Name specified on the scene'sCroquet Bridge
. For example,io.croquet.worldcore.demolition
. - API Key. Also mentioned in Section 4.0, this is a developer-specific key for using the Croquet infrastructure. In C4U this is specified in
CroquetSettings
. Note: strictly, the API keys do not have to be identical; as long as they were issued for the same developer they will count as being in agreement. - Session Name. All Croquet sessions are launched with a Session Name, which in general can be any alphanumeric token - such as
helloworld
, or123
. Given that the Application ID and API Key for a given app are unlikely to change frequently, Session Name is the most flexible way to control whether application instances will join the same session or not.
Our initial C4U applications come with two alternative ways to specify the Session Name:
- Through a menu scene. Loading the
MainMenu
scene into the editor and pressing Play will bring up a simple alphanumeric Join Code menu that works like popular party games such as Jackbox. Hitting the "New Game" button generates a random five-letter game code that is then used as the Session Name. If instead you type a code into the name field and hit "Join Game", the code you entered becomes the Session Name.
-
The `MainMenu` scene was configured to work this way by setting the **Launch Via Menu Into Scene** property on the scene's `Croquet Bridge` object. This means that C4U will wait for a Session Name to be supplied by a menu-driven script, and will then launch the specified next scene (here, `demolition1`) using that name.
- "Default Session Name" property. If the Launch Via Menu Into Scene property is left blank, pressing Play will cause C4U to take as its Session Name the value found in the
Croquet Bridge
's Default Session Name property (or, if that is also blank, the Session Name will simply be "unnamed").
The Demolition app is an instantly-joinable multiplayer app where you and your friends are shooting at a structure of heavy blocks and some embedded barrels of TNT that explode when disturbed.
Input | Function |
---|---|
left click | Shoot |
left drag | Move shooting position |
right-pointing button | Move to next scene (wrapping from scene 4 back to scene 1) |
left-pointing button | Move to previous scene (wrapping from scene 1 to scene 4) |
RESET button | Reset the blocks in the current scene to their initial state |
MAIN MENU button | Leave the game and return to the menu |
On both MacOS and Windows, you can choose to use an external browser such as Chrome to run the JavaScript code. For debugging, this is more convenient than letting the C4U bridge start up an invisible WebView or Node JS process.
Before hitting Play on a scene, select the Croquet
object in the scene's hierarchy, then in that object's Croquet Runner
component select the Debug Using External Session checkbox.
With this option set, whenever you start playing from that scene the Unity console will include a line of the form "ready for browser to load from http://localhost:...". Click on the line so that it appears in the text area below the console, and there click on the URL part to load it into your system's default browser. The loading of the URL will enable the app to continue. All the JS developer tools (console, breakpoints etc) offered by the browser are available for working with the code.
When you stop play in the Unity editor, the browser tab will automatically leave the Croquet session. If you restart play, you will need to reload the tab to join the session again.
The Croquet Bridge
component's JS Log Forwarding property has checkboxes that let you select which categories of console output in the JavaScript session will be transferred across the bridge and appear in the Unity console. By default, the "warn" and "error" categories are sent.
Before building the app to deploy for a chosen platform (e.g., Windows or MacOS standalone, or iOS or Android), there are some settings that you need to pay attention to:
- there must be an Api Key present in
CroquetSettings.asset
- on
Croquet Runner
the Debug Using External Session checkbox must be cleared - on
Croquet Runner
the Force To Use Node JS checkbox must be cleared for anything other than a Windows build - on
Croquet Runner
the Run Offline checkbox must be cleared - on
Croquet Bridge
, ensuring that all checkboxes are cleared under Croquet Debug Logging and JS Log Forwarding will reduce possibly resource-hungry logging
Hit Build! If any of the obligatory conditions listed above are not met, the build will be halted. Fix the conditions and try again.
We have found that distributing a standalone MacOS build (.app
file) requires some care to ensure that recipients can open it without being blocked by MacOS's security checks. One approach that we have found to work - there are doubtless others - is as follows:
-
Make the build - arriving at, say, a file
build.app
-
In a terminal, execute the following command to replace the app's code signature
codesign --deep -s - -f /path/to/build.app
-
Also use a terminal command (rather than the Finder) to zip the file, to ensure that the full directory structure is captured
tar -czf build.tgz /path/to/build.app
-
Distribute the resulting
.tgz
file, along with the following instructions to recipientsa. download this
.tgz
fileb. double-click the
.tgz
to unpack the.app
filec. IMPORTANT: right-click (not double-click) the
.app
file and choose "Open"d. in the security dialog that appears, again choose "Open"
e. if prompted to give permission for the app to access the network, agree.
Contributions to the project are welcome as these projects are open source and we encourage community involvement.
- Base your
feature/my-feature-name
branch off ofdevelop
branch - Make your changes
- Open a PR against the
develop
branch - Discuss and Review the PR with the team