Kbengine mmo source code (complete Server Source code + resources + complete client source code), kbenginemmo
This project is used as a client demo of the kbengine server engine to write and update the kbengine plug-in Library (https://github.com/kbengine/kbengine_unity3d_plugins): * use the git command line and go to the kbengine_unity3d_warring directory for execution: git submodule update -- init * or use TortoiseGit (Select menu): TortoiseGit-> Submodule Update: * You can also manually update the kbengine plug-in git clone https://github.com/kbengine/kbengine_unity3d_plugins.git plug-in source code, please place in: assets/plugins/kbengine/kbengine_unity3d_plugins create AssetBundles unity3d (on the menu)-> Publish-> During Build Pulish AssetBundles-autoAll, "Moving file failed" may appear all the time. You need to click "try again" to continue, this may be because the unity3d file is occupied when moving the file. After the execution is complete, check whether there is content in Assets-> StreamingAssets. Generate server path data: First decompress Assets \ Plugins \ cai-nmgen-rcn (generate navmesh0000.zip) to the current directory and restart the unity3d editor. Then, perform the following steps: unity3d resource Explorer: Select (not menu): Assets-> Nav_build-> xinshoucun-> NavmeshBuild-> Build & Bake. Select (not menu) in the unity3d resource browser after the generation is complete ): assets-> Nav_build-> xinshoucun-> CAIBakedNavmesh-> Save, put srv_xxx.navmesh on the server kbengine \ demo \ res \ spaces \ xinshoucun (note: we recommend that you delete the files extracted from cai-nmgen-rcn (generate navmesh0000.zip) after the files are generated. This will cause a game export failure and the cause is unknown .) Configure the logon IP address (no need to change if the server is on the local machine): kbengine_unity3d_warring \ Assets \ Plugins \ kbengine \ clientapp. cs-> ip test: Enable server first, select Assets \ scenes \ go in unity3d, and then click the editor run button. If there is no accident, you can log on to the game to enter the scene. Export the WebPlayer project: unity3d File-> Build Settings-> Scenes In Build select scenes/go. unity-> Platform select Web Player-> Build. Run the game in the browser: Web Server deployment folder structure:-> (server root directory)-StreamingAssets (create the folder generated by AssetBundles)-ui (the ui folder under Assets can be directly copied) -crossdomain. xml-initLogo.png-initProgressBar. PNG-initProgressFrame. PNG-index.html-Unity3d. unity3d (file generated during unity3d compilation)-Unity3d.html (file generated during unity3d compilation) 1. start the kbengine server http://www.kbengine.org/docs/installation.html2. if the browser is not clear about accessing localhost, please download the compiled demo and place it according to the folder structure. See the documentation in the compressed package for instructions on how to start: https://sourceforge.net/projects/kbengine/files/japanese: Windows XP: C: \ Documents and Settings \ username \ Local Settings \ Temp \ UnityWebPlayer \ logWindows Vista/7: C: \ Users \ username \ AppData \ Local \ Temp \ UnityWebPlayer \ log <ignore_js_op> <Ignore_js_op> <Ignore_js_op> <Ignore_js_op> <Ignore_js_op> <Ignore_js_op>
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Source code download: http://code.662p.com/view/8231.html
Http://ios.662p.com/thread-2070-1-1.html