Browse Source

Moving to flex, Hoping it would fix platform

warlock 3 years ago
parent
commit
f3d21f4ec6
100 changed files with 17814 additions and 8243 deletions
  1. 10 0
      Assembly-CSharp.csproj
  2. 8 0
      Assets/ParrelSync.meta
  3. 8 0
      Assets/ParrelSync/Examples.meta
  4. 31 0
      Assets/ParrelSync/Examples/CustomArgumentExample.cs
  5. 11 0
      Assets/ParrelSync/Examples/CustomArgumentExample.cs.meta
  6. 22 0
      Assets/ParrelSync/LICENSE.md
  7. 7 0
      Assets/ParrelSync/LICENSE.md.meta
  8. 8 0
      Assets/ParrelSync/ParrelSync.meta
  9. 8 0
      Assets/ParrelSync/ParrelSync/Editor.meta
  10. 8 0
      Assets/ParrelSync/ParrelSync/Editor/AssetModBlock.meta
  11. 22 0
      Assets/ParrelSync/ParrelSync/Editor/AssetModBlock/EditorQuit.cs
  12. 11 0
      Assets/ParrelSync/ParrelSync/Editor/AssetModBlock/EditorQuit.cs.meta
  13. 34 0
      Assets/ParrelSync/ParrelSync/Editor/AssetModBlock/ParrelSyncAssetModificationProcessor.cs
  14. 11 0
      Assets/ParrelSync/ParrelSync/Editor/AssetModBlock/ParrelSyncAssetModificationProcessor.cs.meta
  15. 664 0
      Assets/ParrelSync/ParrelSync/Editor/ClonesManager.cs
  16. 11 0
      Assets/ParrelSync/ParrelSync/Editor/ClonesManager.cs.meta
  17. 198 0
      Assets/ParrelSync/ParrelSync/Editor/ClonesManagerWindow.cs
  18. 11 0
      Assets/ParrelSync/ParrelSync/Editor/ClonesManagerWindow.cs.meta
  19. 13 0
      Assets/ParrelSync/ParrelSync/Editor/ExternalLinks.cs
  20. 11 0
      Assets/ParrelSync/ParrelSync/Editor/ExternalLinks.cs.meta
  21. 31 0
      Assets/ParrelSync/ParrelSync/Editor/FileUtilities.cs
  22. 11 0
      Assets/ParrelSync/ParrelSync/Editor/FileUtilities.cs.meta
  23. 8 0
      Assets/ParrelSync/ParrelSync/Editor/NonCore.meta
  24. 78 0
      Assets/ParrelSync/ParrelSync/Editor/NonCore/AskFeedbackDialog.cs
  25. 11 0
      Assets/ParrelSync/ParrelSync/Editor/NonCore/AskFeedbackDialog.cs.meta
  26. 26 0
      Assets/ParrelSync/ParrelSync/Editor/NonCore/OtherMenuItem.cs
  27. 11 0
      Assets/ParrelSync/ParrelSync/Editor/NonCore/OtherMenuItem.cs.meta
  28. 110 0
      Assets/ParrelSync/ParrelSync/Editor/Preferences.cs
  29. 11 0
      Assets/ParrelSync/ParrelSync/Editor/Preferences.cs.meta
  30. 112 0
      Assets/ParrelSync/ParrelSync/Editor/Project.cs
  31. 11 0
      Assets/ParrelSync/ParrelSync/Editor/Project.cs.meta
  32. 60 0
      Assets/ParrelSync/ParrelSync/Editor/UpdateChecker.cs
  33. 11 0
      Assets/ParrelSync/ParrelSync/Editor/UpdateChecker.cs.meta
  34. 73 0
      Assets/ParrelSync/ParrelSync/Editor/ValidateCopiedFoldersIntegrity.cs
  35. 11 0
      Assets/ParrelSync/ParrelSync/Editor/ValidateCopiedFoldersIntegrity.cs.meta
  36. 10 0
      Assets/ParrelSync/ParrelSync/package.json
  37. 7 0
      Assets/ParrelSync/ParrelSync/package.json.meta
  38. 15 0
      Assets/ParrelSync/ParrelSync/projectCloner.asmdef
  39. 7 0
      Assets/ParrelSync/ParrelSync/projectCloner.asmdef.meta
  40. 91 0
      Assets/ParrelSync/README.md
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      Assets/ParrelSync/README.md.meta
  42. 1 0
      Assets/ParrelSync/VERSION.txt
  43. 7 0
      Assets/ParrelSync/VERSION.txt.meta
  44. 12 5
      Assets/Prefabs/picopark.prefab
  45. 416 317
      Assets/Scenes/MainMenu.unity
  46. 2201 6
      Assets/Scenes/SampleScene.unity
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      Assets/Scenes/level1.unity
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      Assets/Scenes/level1.unity.meta
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      Assets/Scenes/level2.unity
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      Assets/Scenes/level2.unity.meta
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      Assets/Scenes/login.unity
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      Assets/Scenes/login.unity.meta
  53. 46 0
      Assets/Scripts/Door.cs
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      Assets/Scripts/Door.cs.meta
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      Assets/Scripts/InputPreset.cs
  56. 85 0
      Assets/Scripts/Lobby.cs
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      Assets/Scripts/Lobby.cs.meta
  58. 30 18
      Assets/Scripts/MainmenuController.cs
  59. 102 3
      Assets/Scripts/NetPlayer.cs
  60. 21 0
      Assets/Scripts/NetSceneData.cs
  61. 11 0
      Assets/Scripts/NetSceneData.cs.meta
  62. 35 0
      Assets/Scripts/PlayerController.cs
  63. 24 6
      Assets/Scripts/loadingScreen.cs
  64. 36 0
      Assets/Scripts/login.cs
  65. 11 0
      Assets/Scripts/login.cs.meta
  66. 13 1
      Assets/Textures/door.png.meta
  67. 13 1
      Assets/Textures/picopark.png.meta
  68. 13 1
      Assets/Textures/white.png.meta
  69. 572 583
      LRM.csproj
  70. 556 567
      Mirror.Authenticators.csproj
  71. 1 3
      Mirror.CompilerSymbols.csproj
  72. 588 599
      Mirror.Components.csproj
  73. 1 3
      Mirror.Editor.csproj
  74. 601 612
      Mirror.Examples.csproj
  75. 1 3
      Mirror.Weaver.csproj
  76. 654 665
      Mirror.csproj
  77. 8 4
      NanoPark.sln
  78. 24 0
      ParrelSync.csproj
  79. 9 0
      ProjectSettings/EditorBuildSettings.asset
  80. 1 1
      ProjectSettings/Physics2DSettings.asset
  81. 2 2
      ProjectSettings/TagManager.asset
  82. 580 591
      SimpleWebTransport.csproj
  83. 568 577
      Telepathy.csproj
  84. 0 0
      Unity.2D.Sprite.Editor.csproj
  85. 0 0
      Unity.2D.Tilemap.Editor.csproj
  86. 0 0
      Unity.CollabProxy.Editor.csproj
  87. 0 0
      Unity.Rider.Editor.csproj
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      Unity.TextMeshPro.Editor.csproj
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      Unity.TextMeshPro.csproj
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      Unity.Timeline.Editor.csproj
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      Unity.Timeline.csproj
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      UnityEditor.TestRunner.csproj
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      UnityEditor.UI.csproj
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      UnityEngine.TestRunner.csproj
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      UnityEngine.UI.csproj
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      kcp2k.csproj
  97. BIN
      obj/Debug/Mirror.Examples.csproj.AssemblyReference.cache
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      obj/Debug/Mirror.Weaver.csproj.AssemblyReference.cache
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      obj/Debug/SimpleWebTransport.csproj.AssemblyReference.cache
  100. 555 564
      where-allocations.csproj

+ 10 - 0
Assembly-CSharp.csproj

@@ -39,18 +39,24 @@
      <Compile Include="Assets/Ignorance/Demo/PongChamp/Scripts/AtariPongBall.cs" />
      <Compile Include="Assets/Ignorance/Demo/PongChamp/Scripts/AtariPongRacket.cs" />
      <Compile Include="Assets/Ignorance/Demo/PongChamp/Scripts/OnlineTimer.cs" />
+     <Compile Include="Assets/ParrelSync/Examples/CustomArgumentExample.cs" />
+     <Compile Include="Assets/Scripts/Door.cs" />
      <Compile Include="Assets/Scripts/InputPreset.cs" />
+     <Compile Include="Assets/Scripts/Lobby.cs" />
      <Compile Include="Assets/Scripts/MainmenuController.cs" />
      <Compile Include="Assets/Scripts/NetPlayer.cs" />
+     <Compile Include="Assets/Scripts/NetSceneData.cs" />
      <Compile Include="Assets/Scripts/PlayerController.cs" />
      <Compile Include="Assets/Scripts/SliderIndicator.cs" />
      <Compile Include="Assets/Scripts/hostNew.cs" />
      <Compile Include="Assets/Scripts/loadingScreen.cs" />
+     <Compile Include="Assets/Scripts/login.cs" />
      <None Include="Assets/ScriptTemplates/51-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt" />
      <None Include="Assets/ScriptTemplates/56-Mirror__Network Discovery-NewNetworkDiscovery.cs.txt" />
      <None Include="Assets/Mirror/Version.txt" />
      <None Include="Assets/Mirror/Readme.txt" />
      <None Include="Assets/ScriptTemplates/57-Mirror__Network Transform-NewNetworkTransform.cs.txt" />
+     <None Include="Assets/ParrelSync/VERSION.txt" />
      <None Include="Assets/ScriptTemplates/52-Mirror__Network Behaviour-NewNetworkBehaviour.cs.txt" />
      <None Include="Assets/Mirror/Notice.txt" />
      <None Include="Assets/Mirror/Plugins/Mono.Cecil/License.txt" />
@@ -689,6 +695,10 @@
       <Project>{d5284a81-f67c-7e2c-3e13-cdac4bdbd32c}</Project>
       <Name>UnityEditor.UI</Name>
     </ProjectReference>
+    <ProjectReference Include="ParrelSync.csproj">
+      <Project>{9c8046d9-3477-2d3b-eeb8-eea73ce7e4d4}</Project>
+      <Name>ParrelSync</Name>
+    </ProjectReference>
   </ItemGroup>
   <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
   <!-- To modify your build process, add your task inside one of the targets below and uncomment it.

+ 8 - 0
Assets/ParrelSync.meta

@@ -0,0 +1,8 @@
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+ 8 - 0
Assets/ParrelSync/Examples.meta

@@ -0,0 +1,8 @@
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+ 31 - 0
Assets/ParrelSync/Examples/CustomArgumentExample.cs

@@ -0,0 +1,31 @@
+// This should be editor only
+#if UNITY_EDITOR
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace ParrelSync.Example
+{
+    public class CustomArgumentExample : MonoBehaviour
+    {
+        // Start is called before the first frame update
+        void Start()
+        {
+            // Is this editor instance running a clone project?
+            if (ClonesManager.IsClone())
+            {
+                Debug.Log("This is a clone project.");
+
+                //Argument can be set from the clones manager window.               
+                string customArgument = ClonesManager.GetArgument();
+                Debug.Log("The custom argument of this clone project is: " + customArgument);
+                // Do what ever you need with the argument string.
+            }
+            else
+            {
+                Debug.Log("This is the original project.");
+            }
+        }
+    }
+}
+#endif

+ 11 - 0
Assets/ParrelSync/Examples/CustomArgumentExample.cs.meta

@@ -0,0 +1,11 @@
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+  userData: 
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+ 22 - 0
Assets/ParrelSync/LICENSE.md

@@ -0,0 +1,22 @@
+MIT License
+
+Copyright (c) 2018 Greg M  
+Copyright (c) 2020 Ian and Contributors  
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.

+ 7 - 0
Assets/ParrelSync/LICENSE.md.meta

@@ -0,0 +1,7 @@
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+ 8 - 0
Assets/ParrelSync/ParrelSync.meta

@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
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+ 8 - 0
Assets/ParrelSync/ParrelSync/Editor.meta

@@ -0,0 +1,8 @@
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+ 8 - 0
Assets/ParrelSync/ParrelSync/Editor/AssetModBlock.meta

@@ -0,0 +1,8 @@
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+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 22 - 0
Assets/ParrelSync/ParrelSync/Editor/AssetModBlock/EditorQuit.cs

@@ -0,0 +1,22 @@
+using UnityEditor;
+namespace ParrelSync
+{
+    [InitializeOnLoad]
+    public class EditorQuit
+    {
+        /// <summary>
+        /// Is editor being closed
+        /// </summary>
+        static public bool IsQuiting { get; private set; }
+        static void Quit()
+        {
+            IsQuiting = true;
+        }
+
+        static EditorQuit()
+        {
+            IsQuiting = false;
+            EditorApplication.quitting += Quit;
+        }
+    }
+}

+ 11 - 0
Assets/ParrelSync/ParrelSync/Editor/AssetModBlock/EditorQuit.cs.meta

@@ -0,0 +1,11 @@
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+guid: bf2888ff90706904abc2d851c3e59e00
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 34 - 0
Assets/ParrelSync/ParrelSync/Editor/AssetModBlock/ParrelSyncAssetModificationProcessor.cs

@@ -0,0 +1,34 @@
+using UnityEditor;
+using UnityEngine;
+namespace ParrelSync
+{
+    /// <summary>
+    /// For preventing assets being modified from the clone instance.
+    /// </summary>
+    public class ParrelSyncAssetModificationProcessor : UnityEditor.AssetModificationProcessor
+    {
+        public static string[] OnWillSaveAssets(string[] paths)
+        {
+            if (ClonesManager.IsClone() && Preferences.AssetModPref.Value)
+            {
+                if (paths != null && paths.Length > 0 && !EditorQuit.IsQuiting)
+                {
+                    EditorUtility.DisplayDialog(
+                        ClonesManager.ProjectName + ": Asset modifications saving detected and blocked",
+                        "Asset modifications saving are blocked in the clone instance. \n\n" +
+                        "This is a clone of the original project. \n" +
+                        "Making changes to asset files via the clone editor is not recommended. \n" +
+                        "Please use the original editor window if you want to make changes to the project files.",
+                        "ok"
+                    );
+                    foreach (var path in paths)
+                    {
+                        Debug.Log("Attempting to save " + path + " are blocked.");
+                    }
+                }
+                return new string[0] { };
+            }
+            return paths;
+        }
+    }
+}

+ 11 - 0
Assets/ParrelSync/ParrelSync/Editor/AssetModBlock/ParrelSyncAssetModificationProcessor.cs.meta

@@ -0,0 +1,11 @@
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+guid: 755e570bd21b39440a923056e60f1450
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+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
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+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 664 - 0
Assets/ParrelSync/ParrelSync/Editor/ClonesManager.cs

@@ -0,0 +1,664 @@
+using System.Collections.Generic;
+using System.Diagnostics;
+using UnityEngine;
+using UnityEditor;
+using System.Linq;
+using System.IO;
+using Debug = UnityEngine.Debug;
+
+namespace ParrelSync
+{
+    /// <summary>
+    /// Contains all required methods for creating a linked clone of the Unity project.
+    /// </summary>
+    public class ClonesManager
+    {
+        /// <summary>
+        /// Name used for an identifying file created in the clone project directory.
+        /// </summary>
+        /// <remarks>
+        /// (!) Do not change this after the clone was created, because then connection will be lost.
+        /// </remarks>
+        public const string CloneFileName = ".clone";
+
+        /// <summary>
+        /// Suffix added to the end of the project clone name when it is created.
+        /// </summary>
+        /// <remarks>
+        /// (!) Do not change this after the clone was created, because then connection will be lost.
+        /// </remarks>
+        public const string CloneNameSuffix = "_clone";
+
+        public const string ProjectName = "ParrelSync";
+
+        /// <summary>
+        /// The maximum number of clones
+        /// </summary>
+        public const int MaxCloneProjectCount = 10;
+
+        /// <summary>
+        /// Name of the file for storing clone's argument.
+        /// </summary>
+        public const string ArgumentFileName = ".parrelsyncarg";
+
+        /// <summary>
+        /// Default argument of the new clone
+        /// </summary>
+        public const string DefaultArgument = "client";
+
+        #region Managing clones
+
+        /// <summary>
+        /// Creates clone from the project currently open in Unity Editor.
+        /// </summary>
+        /// <returns></returns>
+        public static Project CreateCloneFromCurrent()
+        {
+            if (IsClone())
+            {
+                Debug.LogError("This project is already a clone. Cannot clone it.");
+                return null;
+            }
+
+            string currentProjectPath = ClonesManager.GetCurrentProjectPath();
+            return ClonesManager.CreateCloneFromPath(currentProjectPath);
+        }
+
+        /// <summary>
+        /// Creates clone of the project located at the given path.
+        /// </summary>
+        /// <param name="sourceProjectPath"></param>
+        /// <returns></returns>
+        public static Project CreateCloneFromPath(string sourceProjectPath)
+        {
+            Project sourceProject = new Project(sourceProjectPath);
+
+            string cloneProjectPath = null;
+
+            //Find available clone suffix id
+            for (int i = 0; i < MaxCloneProjectCount; i++)
+            {
+                string originalProjectPath = ClonesManager.GetCurrentProject().projectPath;
+                string possibleCloneProjectPath = originalProjectPath + ClonesManager.CloneNameSuffix + "_" + i;
+
+                if (!Directory.Exists(possibleCloneProjectPath))
+                {
+                    cloneProjectPath = possibleCloneProjectPath;
+                    break;
+                }
+            }
+
+            if (string.IsNullOrEmpty(cloneProjectPath))
+            {
+                Debug.LogError("The number of cloned projects has reach its limit. Limit: " + MaxCloneProjectCount);
+                return null;
+            }
+
+            Project cloneProject = new Project(cloneProjectPath);
+
+            Debug.Log("Start cloning project, original project: " + sourceProject + ", clone project: " + cloneProject);
+
+            ClonesManager.CreateProjectFolder(cloneProject);
+
+            //Copy Folders           
+            Debug.Log("Library copy: " + cloneProject.libraryPath);
+            ClonesManager.CopyDirectoryWithProgressBar(sourceProject.libraryPath, cloneProject.libraryPath,
+                "Cloning Project Library '" + sourceProject.name + "'. ");
+            Debug.Log("Packages copy: " + cloneProject.libraryPath);
+            ClonesManager.CopyDirectoryWithProgressBar(sourceProject.packagesPath, cloneProject.packagesPath,
+              "Cloning Project Packages '" + sourceProject.name + "'. ");
+
+
+            //Link Folders
+            ClonesManager.LinkFolders(sourceProject.assetPath, cloneProject.assetPath);
+            ClonesManager.LinkFolders(sourceProject.projectSettingsPath, cloneProject.projectSettingsPath);
+            ClonesManager.LinkFolders(sourceProject.autoBuildPath, cloneProject.autoBuildPath);
+            ClonesManager.LinkFolders(sourceProject.localPackages, cloneProject.localPackages);
+
+            ClonesManager.RegisterClone(cloneProject);
+
+            return cloneProject;
+        }
+
+        /// <summary>
+        /// Registers a clone by placing an identifying ".clone" file in its root directory.
+        /// </summary>
+        /// <param name="cloneProject"></param>
+        private static void RegisterClone(Project cloneProject)
+        {
+            /// Add clone identifier file.
+            string identifierFile = Path.Combine(cloneProject.projectPath, ClonesManager.CloneFileName);
+            File.Create(identifierFile).Dispose();
+
+            //Add argument file with default argument
+            string argumentFilePath = Path.Combine(cloneProject.projectPath, ClonesManager.ArgumentFileName);
+            File.WriteAllText(argumentFilePath, DefaultArgument, System.Text.Encoding.UTF8);
+
+            /// Add collabignore.txt to stop the clone from messing with Unity Collaborate if it's enabled. Just in case.
+            string collabignoreFile = Path.Combine(cloneProject.projectPath, "collabignore.txt");
+            File.WriteAllText(collabignoreFile, "*"); /// Make it ignore ALL files in the clone.
+        }
+
+        /// <summary>
+        /// Opens a project located at the given path (if one exists).
+        /// </summary>
+        /// <param name="projectPath"></param>
+        public static void OpenProject(string projectPath)
+        {
+            if (!Directory.Exists(projectPath))
+            {
+                Debug.LogError("Cannot open the project - provided folder (" + projectPath + ") does not exist.");
+                return;
+            }
+
+            if (projectPath == ClonesManager.GetCurrentProjectPath())
+            {
+                Debug.LogError("Cannot open the project - it is already open.");
+                return;
+            }
+
+            string fileName = GetApplicationPath();
+            string args = "-projectPath \"" + projectPath + "\"";
+            Debug.Log("Opening project \"" + fileName + " " + args + "\"");
+            ClonesManager.StartHiddenConsoleProcess(fileName, args);
+        }
+
+        private static string GetApplicationPath()
+        {
+            switch (Application.platform)
+            {
+                case RuntimePlatform.WindowsEditor:
+                    return EditorApplication.applicationPath;
+                case RuntimePlatform.OSXEditor:
+                    return EditorApplication.applicationPath + "/Contents/MacOS/Unity";
+                case RuntimePlatform.LinuxEditor:
+                    return EditorApplication.applicationPath;
+                default:
+                    throw new System.NotImplementedException("Platform has not supported yet ;(");
+            }
+        }
+
+        /// <summary>
+        /// Is this project being opened by an Unity editor?
+        /// </summary>
+        /// <param name="projectPath"></param>
+        /// <returns></returns>
+        public static bool IsCloneProjectRunning(string projectPath)
+        {
+
+            //Determine whether it is opened in another instance by checking the UnityLockFile
+            string UnityLockFilePath = new string[] { projectPath, "Temp", "UnityLockfile" }
+                .Aggregate(Path.Combine);
+
+            switch (Application.platform)
+            {
+                case (RuntimePlatform.WindowsEditor):
+                    //Windows editor will lock "UnityLockfile" file when project is being opened.
+                    //Sometime, for instance: windows editor crash, the "UnityLockfile" will not be deleted even the project
+                    //isn't being opened, so a check to the "UnityLockfile" lock status may be necessary.
+                    if (Preferences.AlsoCheckUnityLockFileStaPref.Value)
+                        return File.Exists(UnityLockFilePath) && FileUtilities.IsFileLocked(UnityLockFilePath);
+                    else
+                        return File.Exists(UnityLockFilePath);
+                case (RuntimePlatform.OSXEditor):
+                    //Mac editor won't lock "UnityLockfile" file when project is being opened
+                    return File.Exists(UnityLockFilePath);
+                case (RuntimePlatform.LinuxEditor):
+                    return File.Exists(UnityLockFilePath);
+                default:
+                    throw new System.NotImplementedException("IsCloneProjectRunning: Unsupport Platfrom: " + Application.platform);
+            }
+        }
+
+        /// <summary>
+        /// Deletes the clone of the currently open project, if such exists.
+        /// </summary>
+        public static void DeleteClone(string cloneProjectPath)
+        {
+            /// Clone won't be able to delete itself.
+            if (ClonesManager.IsClone()) return;
+
+            ///Extra precautions.
+            if (cloneProjectPath == string.Empty) return;
+            if (cloneProjectPath == ClonesManager.GetOriginalProjectPath()) return;
+
+            //Check what OS is
+            string identifierFile;
+            string args;
+            switch (Application.platform)
+            {
+                case (RuntimePlatform.WindowsEditor):
+                    Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
+
+                    //The argument file will be deleted first at the beginning of the project deletion process 
+                    //to prevent any further reading and writing to it(There's a File.Exist() check at the (file)editor windows.)
+                    //If there's any file in the directory being write/read during the deletion process, the directory can't be fully removed.
+                    identifierFile = Path.Combine(cloneProjectPath, ClonesManager.ArgumentFileName);
+                    File.Delete(identifierFile);
+
+                    args = "/c " + @"rmdir /s/q " + string.Format("\"{0}\"", cloneProjectPath);
+                    StartHiddenConsoleProcess("cmd.exe", args);
+
+                    break;
+                case (RuntimePlatform.OSXEditor):
+                    Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
+
+                    //The argument file will be deleted first at the beginning of the project deletion process 
+                    //to prevent any further reading and writing to it(There's a File.Exist() check at the (file)editor windows.)
+                    //If there's any file in the directory being write/read during the deletion process, the directory can't be fully removed.
+                    identifierFile = Path.Combine(cloneProjectPath, ClonesManager.ArgumentFileName);
+                    File.Delete(identifierFile);
+
+                    FileUtil.DeleteFileOrDirectory(cloneProjectPath);
+
+                    break;
+                case (RuntimePlatform.LinuxEditor):
+                    Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
+                    identifierFile = Path.Combine(cloneProjectPath, ClonesManager.ArgumentFileName);
+                    File.Delete(identifierFile);
+
+                    FileUtil.DeleteFileOrDirectory(cloneProjectPath);
+
+                    break;
+                default:
+                    Debug.LogWarning("Not in a known editor. Where are you!?");
+                    break;
+            }
+        }
+
+        #endregion
+
+        #region Creating project folders
+
+        /// <summary>
+        /// Creates an empty folder using data in the given Project object
+        /// </summary>
+        /// <param name="project"></param>
+        public static void CreateProjectFolder(Project project)
+        {
+            string path = project.projectPath;
+            Debug.Log("Creating new empty folder at: " + path);
+            Directory.CreateDirectory(path);
+        }
+
+        /// <summary>
+        /// Copies the full contents of the unity library. We want to do this to avoid the lengthy re-serialization of the whole project when it opens up the clone.
+        /// </summary>
+        /// <param name="sourceProject"></param>
+        /// <param name="destinationProject"></param>
+        [System.Obsolete]
+        public static void CopyLibraryFolder(Project sourceProject, Project destinationProject)
+        {
+            if (Directory.Exists(destinationProject.libraryPath))
+            {
+                Debug.LogWarning("Library copy: destination path already exists! ");
+                return;
+            }
+
+            Debug.Log("Library copy: " + destinationProject.libraryPath);
+            ClonesManager.CopyDirectoryWithProgressBar(sourceProject.libraryPath, destinationProject.libraryPath,
+                "Cloning project '" + sourceProject.name + "'. ");
+        }
+
+        #endregion
+
+        #region Creating symlinks
+
+        /// <summary>
+        /// Creates a symlink between destinationPath and sourcePath (Mac version).
+        /// </summary>
+        /// <param name="sourcePath"></param>
+        /// <param name="destinationPath"></param>
+        private static void CreateLinkMac(string sourcePath, string destinationPath)
+        {
+            sourcePath = sourcePath.Replace(" ", "\\ ");
+            destinationPath = destinationPath.Replace(" ", "\\ ");
+            var command = string.Format("ln -s {0} {1}", sourcePath, destinationPath);
+
+            Debug.Log("Mac hard link " + command);
+
+            ClonesManager.ExecuteBashCommand(command);
+        }
+
+        /// <summary>
+        /// Creates a symlink between destinationPath and sourcePath (Linux version).
+        /// </summary>
+        /// <param name="sourcePath"></param>
+        /// <param name="destinationPath"></param>
+        private static void CreateLinkLinux(string sourcePath, string destinationPath)
+        {
+            sourcePath = sourcePath.Replace(" ", "\\ ");
+            destinationPath = destinationPath.Replace(" ", "\\ ");
+            var command = string.Format("ln -s {0} {1}", sourcePath, destinationPath);           
+
+            Debug.Log("Linux Symlink " + command);
+
+            ClonesManager.ExecuteBashCommand(command);
+        }
+
+        /// <summary>
+        /// Creates a symlink between destinationPath and sourcePath (Windows version).
+        /// </summary>
+        /// <param name="sourcePath"></param>
+        /// <param name="destinationPath"></param>
+        private static void CreateLinkWin(string sourcePath, string destinationPath)
+        {
+            string cmd = "/C mklink /J " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
+            Debug.Log("Windows junction: " + cmd);
+            ClonesManager.StartHiddenConsoleProcess("cmd.exe", cmd);
+        }
+
+        //TODO(?) avoid terminal calls and use proper api stuff. See below for windows! 
+        ////https://docs.microsoft.com/en-us/windows/desktop/api/ioapiset/nf-ioapiset-deviceiocontrol
+        //[DllImport("kernel32.dll", CharSet = CharSet.Auto, SetLastError = true)]
+        //private static extern bool DeviceIoControl(System.IntPtr hDevice, uint dwIoControlCode,
+        //	System.IntPtr InBuffer, int nInBufferSize,
+        //	System.IntPtr OutBuffer, int nOutBufferSize,
+        //	out int pBytesReturned, System.IntPtr lpOverlapped);
+
+        /// <summary>
+        /// Create a link / junction from the original project to it's clone.
+        /// </summary>
+        /// <param name="sourcePath"></param>
+        /// <param name="destinationPath"></param>
+        public static void LinkFolders(string sourcePath, string destinationPath)
+        {
+            if ((Directory.Exists(destinationPath) == false) && (Directory.Exists(sourcePath) == true))
+            {
+                switch (Application.platform)
+                {
+                    case (RuntimePlatform.WindowsEditor):
+                        CreateLinkWin(sourcePath, destinationPath);
+                        break;
+                    case (RuntimePlatform.OSXEditor):
+                        CreateLinkMac(sourcePath, destinationPath);
+                        break;
+                    case (RuntimePlatform.LinuxEditor):
+                        CreateLinkLinux(sourcePath, destinationPath);
+                        break;
+                    default:
+                        Debug.LogWarning("Not in a known editor. Application.platform: " + Application.platform);
+                        break;
+                }
+            }
+            else
+            {
+                Debug.LogWarning("Skipping Asset link, it already exists: " + destinationPath);
+            }
+        }
+
+        #endregion
+
+        #region Utility methods
+
+        private static bool? isCloneFileExistCache = null;
+
+        /// <summary>
+        /// Returns true if the project currently open in Unity Editor is a clone.
+        /// </summary>
+        /// <returns></returns>
+        public static bool IsClone()
+        {
+            if (isCloneFileExistCache == null)
+            {
+                /// The project is a clone if its root directory contains an empty file named ".clone".
+                string cloneFilePath = Path.Combine(ClonesManager.GetCurrentProjectPath(), ClonesManager.CloneFileName);
+                isCloneFileExistCache = File.Exists(cloneFilePath);
+            }
+
+            return (bool)isCloneFileExistCache;
+        }
+
+        /// <summary>
+        /// Get the path to the current unityEditor project folder's info
+        /// </summary>
+        /// <returns></returns>
+        public static string GetCurrentProjectPath()
+        {
+            return Application.dataPath.Replace("/Assets", "");
+        }
+
+        /// <summary>
+        /// Return a project object that describes all the paths we need to clone it.
+        /// </summary>
+        /// <returns></returns>
+        public static Project GetCurrentProject()
+        {
+            string pathString = ClonesManager.GetCurrentProjectPath();
+            return new Project(pathString);
+        }
+
+        /// <summary>
+        /// Get the argument of this clone project.
+        /// If this is the original project, will return an empty string.
+        /// </summary>
+        /// <returns></returns>
+        public static string GetArgument()
+        {
+            string argument = "";
+            if (IsClone())
+            {
+                string argumentFilePath = Path.Combine(GetCurrentProjectPath(), ClonesManager.ArgumentFileName);
+                if (File.Exists(argumentFilePath))
+                {
+                    argument = File.ReadAllText(argumentFilePath, System.Text.Encoding.UTF8);
+                }
+            }
+
+            return argument;
+        }
+
+        /// <summary>
+        /// Returns the path to the original project.
+        /// If currently open project is the original, returns its own path.
+        /// If the original project folder cannot be found, retuns an empty string.
+        /// </summary>
+        /// <returns></returns>
+        public static string GetOriginalProjectPath()
+        {
+            if (IsClone())
+            {
+                /// If this is a clone...
+                /// Original project path can be deduced by removing the suffix from the clone's path.
+                string cloneProjectPath = ClonesManager.GetCurrentProject().projectPath;
+
+                int index = cloneProjectPath.LastIndexOf(ClonesManager.CloneNameSuffix);
+                if (index > 0)
+                {
+                    string originalProjectPath = cloneProjectPath.Substring(0, index);
+                    if (Directory.Exists(originalProjectPath)) return originalProjectPath;
+                }
+
+                return string.Empty;
+            }
+            else
+            {
+                /// If this is the original, we return its own path.
+                return ClonesManager.GetCurrentProjectPath();
+            }
+        }
+
+        /// <summary>
+        /// Returns all clone projects path.
+        /// </summary>
+        /// <returns></returns>
+        public static List<string> GetCloneProjectsPath()
+        {
+            List<string> projectsPath = new List<string>();
+            for (int i = 0; i < MaxCloneProjectCount; i++)
+            {
+                string originalProjectPath = ClonesManager.GetCurrentProject().projectPath;
+                string cloneProjectPath = originalProjectPath + ClonesManager.CloneNameSuffix + "_" + i;
+
+                if (Directory.Exists(cloneProjectPath))
+                    projectsPath.Add(cloneProjectPath);
+            }
+
+            return projectsPath;
+        }
+
+        /// <summary>
+        /// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
+        /// </summary>
+        /// <param name="source">Directory to be copied.</param>
+        /// <param name="destination">Destination directory (created automatically if needed).</param>
+        /// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
+        public static void CopyDirectoryWithProgressBar(string sourcePath, string destinationPath,
+            string progressBarPrefix = "")
+        {
+            var source = new DirectoryInfo(sourcePath);
+            var destination = new DirectoryInfo(destinationPath);
+
+            long totalBytes = 0;
+            long copiedBytes = 0;
+
+            ClonesManager.CopyDirectoryWithProgressBarRecursive(source, destination, ref totalBytes, ref copiedBytes,
+                progressBarPrefix);
+            EditorUtility.ClearProgressBar();
+        }
+
+        /// <summary>
+        /// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
+        /// Same as the previous method, but uses recursion to copy all nested folders as well.
+        /// </summary>
+        /// <param name="source">Directory to be copied.</param>
+        /// <param name="destination">Destination directory (created automatically if needed).</param>
+        /// <param name="totalBytes">Total bytes to be copied. Calculated automatically, initialize at 0.</param>
+        /// <param name="copiedBytes">To track already copied bytes. Calculated automatically, initialize at 0.</param>
+        /// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
+        private static void CopyDirectoryWithProgressBarRecursive(DirectoryInfo source, DirectoryInfo destination,
+            ref long totalBytes, ref long copiedBytes, string progressBarPrefix = "")
+        {
+            /// Directory cannot be copied into itself.
+            if (source.FullName.ToLower() == destination.FullName.ToLower())
+            {
+                Debug.LogError("Cannot copy directory into itself.");
+                return;
+            }
+
+            /// Calculate total bytes, if required.
+            if (totalBytes == 0)
+            {
+                totalBytes = ClonesManager.GetDirectorySize(source, true, progressBarPrefix);
+            }
+
+            /// Create destination directory, if required.
+            if (!Directory.Exists(destination.FullName))
+            {
+                Directory.CreateDirectory(destination.FullName);
+            }
+
+            /// Copy all files from the source.
+            foreach (FileInfo file in source.GetFiles())
+            {
+                try
+                {
+                    file.CopyTo(Path.Combine(destination.ToString(), file.Name), true);
+                }
+                catch (IOException)
+                {
+                    /// Some files may throw IOException if they are currently open in Unity editor.
+                    /// Just ignore them in such case.
+                }
+
+                /// Account the copied file size.
+                copiedBytes += file.Length;
+
+                /// Display the progress bar.
+                float progress = (float)copiedBytes / (float)totalBytes;
+                bool cancelCopy = EditorUtility.DisplayCancelableProgressBar(
+                    progressBarPrefix + "Copying '" + source.FullName + "' to '" + destination.FullName + "'...",
+                    "(" + (progress * 100f).ToString("F2") + "%) Copying file '" + file.Name + "'...",
+                    progress);
+                if (cancelCopy) return;
+            }
+
+            /// Copy all nested directories from the source.
+            foreach (DirectoryInfo sourceNestedDir in source.GetDirectories())
+            {
+                DirectoryInfo nextDestingationNestedDir = destination.CreateSubdirectory(sourceNestedDir.Name);
+                ClonesManager.CopyDirectoryWithProgressBarRecursive(sourceNestedDir, nextDestingationNestedDir,
+                    ref totalBytes, ref copiedBytes, progressBarPrefix);
+            }
+        }
+
+        /// <summary>
+        /// Calculates the size of the given directory. Displays a progress bar.
+        /// </summary>
+        /// <param name="directory">Directory, which size has to be calculated.</param>
+        /// <param name="includeNested">If true, size will include all nested directories.</param>
+        /// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
+        /// <returns>Size of the directory in bytes.</returns>
+        private static long GetDirectorySize(DirectoryInfo directory, bool includeNested = false,
+            string progressBarPrefix = "")
+        {
+            EditorUtility.DisplayProgressBar(progressBarPrefix + "Calculating size of directories...",
+                "Scanning '" + directory.FullName + "'...", 0f);
+
+            /// Calculate size of all files in directory.
+            long filesSize = directory.GetFiles().Sum((FileInfo file) => file.Length);
+
+            /// Calculate size of all nested directories.
+            long directoriesSize = 0;
+            if (includeNested)
+            {
+                IEnumerable<DirectoryInfo> nestedDirectories = directory.GetDirectories();
+                foreach (DirectoryInfo nestedDir in nestedDirectories)
+                {
+                    directoriesSize += ClonesManager.GetDirectorySize(nestedDir, true, progressBarPrefix);
+                }
+            }
+
+            return filesSize + directoriesSize;
+        }
+
+        /// <summary>
+        /// Starts process in the system console, taking the given fileName and args.
+        /// </summary>
+        /// <param name="fileName"></param>
+        /// <param name="args"></param>
+        private static void StartHiddenConsoleProcess(string fileName, string args)
+        {
+            System.Diagnostics.Process.Start(fileName, args);
+        }
+
+        /// <summary>
+        /// Thanks to https://github.com/karl-/unity-symlink-utility/blob/master/SymlinkUtility.cs
+        /// </summary>
+        /// <param name="command"></param>
+        private static void ExecuteBashCommand(string command)
+        {
+            command = command.Replace("\"", "\"\"");
+
+            var proc = new Process()
+            {
+                StartInfo = new ProcessStartInfo
+                {
+                    FileName = "/bin/bash",
+                    Arguments = "-c \"" + command + "\"",
+                    UseShellExecute = false,
+                    RedirectStandardOutput = true,
+                    RedirectStandardError = true,
+                    CreateNoWindow = true
+                }
+            };
+
+            using (proc)
+            {
+                proc.Start();
+                proc.WaitForExit();
+
+                if (!proc.StandardError.EndOfStream)
+                {
+                    UnityEngine.Debug.LogError(proc.StandardError.ReadToEnd());
+                }
+            }
+        }
+
+        public static void OpenProjectInFileExplorer(string path)
+        {
+            System.Diagnostics.Process.Start(@path);
+        }
+        #endregion
+    }
+}

+ 11 - 0
Assets/ParrelSync/ParrelSync/Editor/ClonesManager.cs.meta

@@ -0,0 +1,11 @@
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+  assetBundleName: 
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+ 198 - 0
Assets/ParrelSync/ParrelSync/Editor/ClonesManagerWindow.cs

@@ -0,0 +1,198 @@
+using UnityEngine;
+using UnityEditor;
+using System.IO;
+
+namespace ParrelSync
+{
+    /// <summary>
+    ///Clones manager Unity editor window
+    /// </summary>
+	public class ClonesManagerWindow : EditorWindow
+    {
+        /// <summary>
+        /// Returns true if project clone exists.
+        /// </summary>
+        public bool isCloneCreated
+        {
+            get { return ClonesManager.GetCloneProjectsPath().Count >= 1; }
+        }
+
+        [MenuItem("ParrelSync/Clones Manager", priority = 0)]
+        private static void InitWindow()
+        {
+            ClonesManagerWindow window = (ClonesManagerWindow)EditorWindow.GetWindow(typeof(ClonesManagerWindow));
+            window.titleContent = new GUIContent("Clones Manager");
+            window.Show();
+        }
+
+        /// <summary>
+        /// For storing the scroll position of clones list
+        /// </summary>
+        Vector2 clonesScrollPos;
+
+        private void OnGUI()
+        {
+            /// If it is a clone project...
+            if (ClonesManager.IsClone())
+            {
+                //Find out the original project name and show the help box
+                string originalProjectPath = ClonesManager.GetOriginalProjectPath();
+                if (originalProjectPath == string.Empty)
+                {
+                    /// If original project cannot be found, display warning message.
+                    EditorGUILayout.HelpBox(
+                        "This project is a clone, but the link to the original seems lost.\nYou have to manually open the original and create a new clone instead of this one.\n",
+                        MessageType.Warning);
+                }
+                else
+                {
+                    /// If original project is present, display some usage info.
+                    EditorGUILayout.HelpBox(
+                        "This project is a clone of the project '" + Path.GetFileName(originalProjectPath) + "'.\nIf you want to make changes the project files or manage clones, please open the original project through Unity Hub.",
+                        MessageType.Info);
+                }
+
+                //Clone project custom argument.
+                GUILayout.BeginHorizontal();
+                EditorGUILayout.LabelField("Arguments", GUILayout.Width(70));
+                if (GUILayout.Button("?", GUILayout.Width(20)))
+                {
+                    Application.OpenURL(ExternalLinks.CustomArgumentHelpLink);
+                }
+                GUILayout.EndHorizontal();
+
+                string argumentFilePath = Path.Combine(ClonesManager.GetCurrentProjectPath(), ClonesManager.ArgumentFileName);
+                //Need to be careful with file reading / writing since it will effect the deletion of
+                //  the clone project(The directory won't be fully deleted if there's still file inside being read or write).
+                //The argument file will be deleted first at the beginning of the project deletion process
+                //to prevent any further being read and write.
+                //Will need to take some extra cautious if want to change the design of how file editing is handled.
+                if (File.Exists(argumentFilePath))
+                {
+                    string argument = File.ReadAllText(argumentFilePath, System.Text.Encoding.UTF8);
+                    string argumentTextAreaInput = EditorGUILayout.TextArea(argument,
+                        GUILayout.Height(50),
+                        GUILayout.MaxWidth(300)
+                    );
+                    File.WriteAllText(argumentFilePath, argumentTextAreaInput, System.Text.Encoding.UTF8);
+                }
+                else
+                {
+                    EditorGUILayout.LabelField("No argument file found.");
+                }
+            }
+            else// If it is an original project...
+            {
+                if (isCloneCreated)
+                {
+                    GUILayout.BeginVertical("HelpBox");
+                    GUILayout.Label("Clones of this Project");
+
+                    //List all clones
+                    clonesScrollPos =
+                         EditorGUILayout.BeginScrollView(clonesScrollPos);
+                    var cloneProjectsPath = ClonesManager.GetCloneProjectsPath();
+                    for (int i = 0; i < cloneProjectsPath.Count; i++)
+                    {
+
+                        GUILayout.BeginVertical("GroupBox");
+                        string cloneProjectPath = cloneProjectsPath[i];
+
+                        bool isOpenInAnotherInstance = ClonesManager.IsCloneProjectRunning(cloneProjectPath);
+
+                        if (isOpenInAnotherInstance == true)
+                            EditorGUILayout.LabelField("Clone " + i + " (Running)", EditorStyles.boldLabel);
+                        else
+                            EditorGUILayout.LabelField("Clone " + i);
+
+
+                        GUILayout.BeginHorizontal();
+                        EditorGUILayout.TextField("Clone project path", cloneProjectPath, EditorStyles.textField);
+                        if (GUILayout.Button("View Folder", GUILayout.Width(80)))
+                        {
+                            ClonesManager.OpenProjectInFileExplorer(cloneProjectPath);
+                        }
+                        GUILayout.EndHorizontal();
+
+                        GUILayout.BeginHorizontal();
+                        EditorGUILayout.LabelField("Arguments", GUILayout.Width(70));
+                        if (GUILayout.Button("?", GUILayout.Width(20)))
+                        {
+                            Application.OpenURL(ExternalLinks.CustomArgumentHelpLink);
+                        }
+                        GUILayout.EndHorizontal();
+
+                        string argumentFilePath = Path.Combine(cloneProjectPath, ClonesManager.ArgumentFileName);
+                        //Need to be careful with file reading/writing since it will effect the deletion of
+                        //the clone project(The directory won't be fully deleted if there's still file inside being read or write).
+                        //The argument file will be deleted first at the beginning of the project deletion process 
+                        //to prevent any further being read and write.
+                        //Will need to take some extra cautious if want to change the design of how file editing is handled.
+                        if (File.Exists(argumentFilePath))
+                        {
+                            string argument = File.ReadAllText(argumentFilePath, System.Text.Encoding.UTF8);
+                            string argumentTextAreaInput = EditorGUILayout.TextArea(argument,
+                                GUILayout.Height(50),
+                                GUILayout.MaxWidth(300)
+                            );
+                            File.WriteAllText(argumentFilePath, argumentTextAreaInput, System.Text.Encoding.UTF8);
+                        }
+                        else
+                        {
+                            EditorGUILayout.LabelField("No argument file found.");
+                        }
+
+                        EditorGUILayout.Space();
+                        EditorGUILayout.Space();
+                        EditorGUILayout.Space();
+
+
+                        EditorGUI.BeginDisabledGroup(isOpenInAnotherInstance);
+
+                        if (GUILayout.Button("Open in New Editor"))
+                        {
+                            ClonesManager.OpenProject(cloneProjectPath);
+                        }
+
+                        GUILayout.BeginHorizontal();
+                        if (GUILayout.Button("Delete"))
+                        {
+                            bool delete = EditorUtility.DisplayDialog(
+                                "Delete the clone?",
+                                "Are you sure you want to delete the clone project '" + ClonesManager.GetCurrentProject().name + "_clone'?",
+                                "Delete",
+                                "Cancel");
+                            if (delete)
+                            {
+                                ClonesManager.DeleteClone(cloneProjectPath);
+                            }
+                        }
+
+                        GUILayout.EndHorizontal();
+                        EditorGUI.EndDisabledGroup();
+                        GUILayout.EndVertical();
+
+                    }
+                    EditorGUILayout.EndScrollView();
+
+                    if (GUILayout.Button("Add new clone"))
+                    {
+                        ClonesManager.CreateCloneFromCurrent();
+                    }
+
+                    GUILayout.EndVertical();
+                    GUILayout.FlexibleSpace();
+                }
+                else
+                {
+                    /// If no clone created yet, we must create it.
+                    EditorGUILayout.HelpBox("No project clones found. Create a new one!", MessageType.Info);
+                    if (GUILayout.Button("Create new clone"))
+                    {
+                        ClonesManager.CreateCloneFromCurrent();
+                    }
+                }
+            }
+        }
+    }
+}

+ 11 - 0
Assets/ParrelSync/ParrelSync/Editor/ClonesManagerWindow.cs.meta

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+ 13 - 0
Assets/ParrelSync/ParrelSync/Editor/ExternalLinks.cs

@@ -0,0 +1,13 @@
+namespace ParrelSync
+{
+    public class ExternalLinks 
+    {
+        public const string RemoteVersionURL = "https://raw.githubusercontent.com/VeriorPies/ParrelSync/master/VERSION.txt";
+        public const string Releases = "https://github.com/VeriorPies/ParrelSync/releases";
+        public const string CustomArgumentHelpLink = "https://github.com/VeriorPies/ParrelSync/wiki/Argument";
+
+        public const string GitHubHome = "https://github.com/VeriorPies/ParrelSync/";
+        public const string GitHubIssue = "https://github.com/VeriorPies/ParrelSync/issues";
+        public const string FAQ = "https://github.com/VeriorPies/ParrelSync/wiki/Troubleshooting-&-FAQs";
+    }
+}

+ 11 - 0
Assets/ParrelSync/ParrelSync/Editor/ExternalLinks.cs.meta

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+ 31 - 0
Assets/ParrelSync/ParrelSync/Editor/FileUtilities.cs

@@ -0,0 +1,31 @@
+using System.IO;
+using UnityEngine;
+
+namespace ParrelSync
+{
+    public class FileUtilities : MonoBehaviour
+    {
+        public static bool IsFileLocked(string path)
+        {
+            FileInfo file = new FileInfo(path);
+            try
+            {
+                using (FileStream stream = file.Open(FileMode.Open, FileAccess.Read, FileShare.None))
+                {
+                    stream.Close();
+                }
+            }
+            catch (IOException)
+            {
+                //the file is unavailable because it is:
+                //still being written to
+                //or being processed by another thread
+                //or does not exist (has already been processed)
+                return true;
+            }
+
+            //file is not locked
+            return false;
+        }
+    }
+}

+ 11 - 0
Assets/ParrelSync/ParrelSync/Editor/FileUtilities.cs.meta

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+ 78 - 0
Assets/ParrelSync/ParrelSync/Editor/NonCore/AskFeedbackDialog.cs

@@ -0,0 +1,78 @@
+namespace ParrelSync.NonCore
+{
+    using UnityEditor;
+    using UnityEngine;
+
+    /// <summary>
+    /// A simple script to display feedback/star dialog after certain time of project being opened/re-compiled.
+    /// Will only pop-up once unless "Remind me next time" are chosen.
+    /// Removing this file from project wont effect any other functions.
+    /// </summary>
+    [InitializeOnLoad]
+    public class AskFeedbackDialog
+    {
+        const string InitializeOnLoadCountKey = "ParrelSync_InitOnLoadCount", StopShowingKey = "ParrelSync_StopShowFeedBack";
+        static AskFeedbackDialog()
+        {            
+            if (EditorPrefs.HasKey(StopShowingKey)) { return; }
+
+            int InitializeOnLoadCount = EditorPrefs.GetInt(InitializeOnLoadCountKey, 0);
+            if (InitializeOnLoadCount > 20)
+            {
+                ShowDialog();
+            }
+            else
+            {
+                EditorPrefs.SetInt(InitializeOnLoadCountKey, InitializeOnLoadCount + 1);
+            }
+        }
+
+        //[MenuItem("ParrelSync/(Debug)Show AskFeedbackDialog ")]
+        private static void ShowDialog()
+        {
+            int option = EditorUtility.DisplayDialogComplex("Do you like " + ParrelSync.ClonesManager.ProjectName + "?",
+                   "Do you like " + ParrelSync.ClonesManager.ProjectName + "?\n" +
+                   "If so, please don't hesitate to star it on GitHub and contribute to the project!",
+                   "Star on GitHub",
+                   "Close",
+                   "Remind me next time"
+               );
+
+            switch (option)
+            {
+                // First parameter.
+                case 0:
+                    Debug.Log("AskFeedbackDialog: Star on GitHub selected");
+                    EditorPrefs.SetBool(StopShowingKey, true);
+                    EditorPrefs.DeleteKey(InitializeOnLoadCountKey);
+                    Application.OpenURL(ExternalLinks.GitHubHome);
+                    break;
+                // Second parameter.
+                case 1:
+                    Debug.Log("AskFeedbackDialog: Close and never show again.");
+                    EditorPrefs.SetBool(StopShowingKey, true);
+                    EditorPrefs.DeleteKey(InitializeOnLoadCountKey);
+                    break;
+                // Third parameter.
+                case 2:
+                    Debug.Log("AskFeedbackDialog: Remind me next time");
+                    EditorPrefs.SetInt(InitializeOnLoadCountKey, 0);
+                    break;
+                default:
+                    //Debug.Log("Close windows.");
+                    break;
+            }
+        }
+
+        ///// <summary>
+        ///// For debug purpose
+        ///// </summary>
+        //[MenuItem("ParrelSync/(Debug)Delete AskFeedbackDialog keys")]
+        //private static void DebugDeleteAllKeys()
+        //{
+        //    EditorPrefs.DeleteKey(InitializeOnLoadCountKey);
+        //    EditorPrefs.DeleteKey(StopShowingKey);
+        //    Debug.Log("AskFeedbackDialog keys deleted");
+        //}
+    }
+}

+ 11 - 0
Assets/ParrelSync/ParrelSync/Editor/NonCore/AskFeedbackDialog.cs.meta

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+ 26 - 0
Assets/ParrelSync/ParrelSync/Editor/NonCore/OtherMenuItem.cs

@@ -0,0 +1,26 @@
+namespace ParrelSync.NonCore
+{
+    using UnityEditor;
+    using UnityEngine;
+
+    public class OtherMenuItem
+    {
+        [MenuItem("ParrelSync/GitHub/View this project on GitHub", priority = 10)]
+        private static void OpenGitHub()
+        {
+            Application.OpenURL(ExternalLinks.GitHubHome);
+        }
+
+        [MenuItem("ParrelSync/GitHub/View FAQ", priority = 11)]
+        private static void OpenFAQ()
+        {
+            Application.OpenURL(ExternalLinks.FAQ);
+        }
+
+        [MenuItem("ParrelSync/GitHub/View Issues", priority = 12)]
+        private static void OpenGitHubIssues()
+        {
+            Application.OpenURL(ExternalLinks.GitHubIssue);
+        }
+    }
+}

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Assets/ParrelSync/ParrelSync/Editor/NonCore/OtherMenuItem.cs.meta

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+ 110 - 0
Assets/ParrelSync/ParrelSync/Editor/Preferences.cs

@@ -0,0 +1,110 @@
+using UnityEngine;
+using UnityEditor;
+
+namespace ParrelSync
+{
+    /// <summary>
+    /// To add value caching for <see cref="EditorPrefs"/> functions
+    /// </summary>
+    public class BoolPreference
+    {
+        public string key { get; private set; }
+        public bool defaultValue { get; private set; }
+        public BoolPreference(string key, bool defaultValue)
+        {
+            this.key = key;
+            this.defaultValue = defaultValue;
+        }
+
+        private bool? valueCache = null;
+
+        public bool Value
+        {
+            get
+            {
+                if (valueCache == null)
+                    valueCache = EditorPrefs.GetBool(key, defaultValue);
+
+                return (bool)valueCache;
+            }
+            set
+            {
+                if (valueCache == value)
+                    return;
+
+                EditorPrefs.SetBool(key, value);
+                valueCache = value;
+                Debug.Log("Editor preference updated. key: " + key + ", value: " + value);
+            }
+        }
+
+        public void ClearValue()
+        {
+            EditorPrefs.DeleteKey(key);
+            valueCache = null;
+        }
+    }
+
+    public class Preferences : EditorWindow
+    {
+        [MenuItem("ParrelSync/Preferences", priority = 1)]
+        private static void InitWindow()
+        {
+            Preferences window = (Preferences)EditorWindow.GetWindow(typeof(Preferences));
+            window.titleContent = new GUIContent(ClonesManager.ProjectName + " Preferences");
+            window.Show();
+        }
+
+        /// <summary>
+        /// Disable asset saving in clone editors?
+        /// </summary>
+        public static BoolPreference AssetModPref = new BoolPreference("ParrelSync_DisableClonesAssetSaving", true);
+
+        /// <summary>
+        /// In addition of checking the existence of UnityLockFile, 
+        /// also check is the is the UnityLockFile being opened.
+        /// </summary>
+        public static BoolPreference AlsoCheckUnityLockFileStaPref = new BoolPreference("ParrelSync_CheckUnityLockFileOpenStatus", true);
+
+        private void OnGUI()
+        {
+            if (ClonesManager.IsClone())
+            {
+                EditorGUILayout.HelpBox(
+                        "This is a clone project. Please use the original project editor to change preferences.",
+                        MessageType.Info);
+                return;
+            }
+
+            GUILayout.BeginVertical("HelpBox");
+            GUILayout.Label("Preferences");
+            GUILayout.BeginVertical("GroupBox");
+
+            AssetModPref.Value = EditorGUILayout.ToggleLeft(
+                new GUIContent(
+                    "(recommended) Disable asset saving in clone editors- require re-open clone editors",
+                    "Disable asset saving in clone editors so all assets can only be modified from the original project editor"
+                ),
+                AssetModPref.Value);
+
+            if (Application.platform == RuntimePlatform.WindowsEditor)
+            {
+                AlsoCheckUnityLockFileStaPref.Value = EditorGUILayout.ToggleLeft(
+                    new GUIContent(
+                        "Also check UnityLockFile lock status while checking clone projects running status",
+                        "Disable this can slightly increase Clones Manager window performance, but will lead to in-correct clone project running status" +
+                        "(the Clones Manager window show the clone project is still running even it's not) if the clone editor crashed"
+                    ),
+                    AlsoCheckUnityLockFileStaPref.Value);
+            }
+            GUILayout.EndVertical();
+            if (GUILayout.Button("Reset to default"))
+            {
+                AssetModPref.ClearValue();
+                AlsoCheckUnityLockFileStaPref.ClearValue();
+                Debug.Log("Editor preferences cleared");
+            }
+            GUILayout.EndVertical();
+        }
+    }
+}

+ 11 - 0
Assets/ParrelSync/ParrelSync/Editor/Preferences.cs.meta

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+ 112 - 0
Assets/ParrelSync/ParrelSync/Editor/Project.cs

@@ -0,0 +1,112 @@
+using System.Collections.Generic;
+using System.Linq;
+
+namespace ParrelSync
+{
+    public class Project : System.ICloneable
+    {
+        public string name;
+        public string projectPath;
+        string rootPath;
+        public string assetPath;
+        public string projectSettingsPath;
+        public string libraryPath;
+        public string packagesPath;
+        public string autoBuildPath;
+        public string localPackages;
+
+        char[] separator = new char[1] { '/' };
+
+
+        /// <summary>
+        /// Default constructor
+        /// </summary>
+        public Project()
+        {
+
+        }
+
+
+        /// <summary>
+        /// Initialize the project object by parsing its full path returned by Unity into a bunch of individual folder names and paths.
+        /// </summary>
+        /// <param name="path"></param>
+        public Project(string path)
+        {
+            ParsePath(path);
+        }
+
+
+        /// <summary>
+        /// Create a new object with the same settings
+        /// </summary>
+        /// <returns></returns>
+        public object Clone()
+        {
+            Project newProject = new Project();
+            newProject.rootPath = rootPath;
+            newProject.projectPath = projectPath;
+            newProject.assetPath = assetPath;
+            newProject.projectSettingsPath = projectSettingsPath;
+            newProject.libraryPath = libraryPath;
+            newProject.name = name;
+            newProject.separator = separator;
+            newProject.packagesPath = packagesPath;
+            newProject.autoBuildPath = autoBuildPath;
+            newProject.localPackages = localPackages;
+
+
+            return newProject;
+        }
+
+
+        /// <summary>
+        /// Update the project object by renaming and reparsing it. Pass in the new name of a project, and it'll update the other member variables to match.
+        /// </summary>
+        /// <param name="name"></param>
+        public void updateNewName(string newName)
+        {
+            name = newName;
+            ParsePath(rootPath + "/" + name + "/Assets");
+        }
+
+
+        /// <summary>
+        /// Debug override so we can quickly print out the project info.
+        /// </summary>
+        /// <returns></returns>
+        public override string ToString()
+        {
+            string printString = name + "\n" +
+                                 rootPath + "\n" +
+                                 projectPath + "\n" +
+                                 assetPath + "\n" +
+                                 projectSettingsPath + "\n" +
+                                 packagesPath + "\n" +
+                                 autoBuildPath + "\n" +
+                                 localPackages + "\n" +
+                                 libraryPath;
+            return (printString);
+        }
+
+        private void ParsePath(string path)
+        {
+            //Unity's Application functions return the Assets path in the Editor. 
+            projectPath = path;
+
+            //pop off the last part of the path for the project name, keep the rest for the root path
+            List<string> pathArray = projectPath.Split(separator).ToList<string>();
+            name = pathArray.Last();
+
+            pathArray.RemoveAt(pathArray.Count() - 1);
+            rootPath = string.Join(separator[0].ToString(), pathArray.ToArray());
+
+            assetPath = projectPath + "/Assets";
+            projectSettingsPath = projectPath + "/ProjectSettings";
+            libraryPath = projectPath + "/Library";
+            packagesPath = projectPath + "/Packages";
+            autoBuildPath = projectPath + "/AutoBuild";
+            localPackages = projectPath + "/LocalPackages";
+        }
+    }
+}

+ 11 - 0
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+ 60 - 0
Assets/ParrelSync/ParrelSync/Editor/UpdateChecker.cs

@@ -0,0 +1,60 @@
+using System;
+using UnityEditor;
+using UnityEngine;
+namespace ParrelSync.Update
+{
+    /// <summary>
+    /// A simple update checker
+    /// </summary>
+    public class UpdateChecker
+    {
+        //const string LocalVersionFilePath = "Assets/ParrelSync/VERSION.txt";
+        public const string LocalVersion = "1.5.0";
+        [MenuItem("ParrelSync/Check for update", priority = 20)]
+        static void CheckForUpdate()
+        {
+            using (System.Net.WebClient client = new System.Net.WebClient())
+            {
+                try
+                {
+                    //This won't work with UPM packages
+                    //string localVersionText = AssetDatabase.LoadAssetAtPath<TextAsset>(LocalVersionFilePath).text;
+
+                    string localVersionText = LocalVersion;
+                    Debug.Log("Local version text : " + LocalVersion);
+
+                    string latesteVersionText = client.DownloadString(ExternalLinks.RemoteVersionURL);
+                    Debug.Log("latest version text got: " + latesteVersionText);
+                    string messageBody = "Current Version: " + localVersionText +"\n"
+                                         +"Latest Version: " + latesteVersionText + "\n";
+                    var latestVersion = new Version(latesteVersionText);
+                    var localVersion = new Version(localVersionText);
+
+                    if (latestVersion > localVersion)
+                    {
+                        Debug.Log("There's a newer version");
+                        messageBody += "There's a newer version available";
+                        if(EditorUtility.DisplayDialog("Check for update.", messageBody, "Get latest release", "Close"))
+                        {
+                            Application.OpenURL(ExternalLinks.Releases);
+                        }
+                    }
+                    else
+                    {
+                        Debug.Log("Current version is up-to-date.");
+                        messageBody += "Current version is up-to-date.";
+                        EditorUtility.DisplayDialog("Check for update.", messageBody,"OK");
+                    }
+                    
+                }
+                catch (Exception exp)
+                {
+                    Debug.LogError("Error with checking update. Exception: " + exp);
+                    EditorUtility.DisplayDialog("Update Error","Error with checking update. \nSee console for more details.",
+                     "OK"
+                    );
+                }
+            }
+        }
+    }
+}

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+ 73 - 0
Assets/ParrelSync/ParrelSync/Editor/ValidateCopiedFoldersIntegrity.cs

@@ -0,0 +1,73 @@
+namespace ParrelSync.NonCore
+{
+    using UnityEditor;
+    using UnityEngine;
+    using System;
+    using System.Text;
+    using System.Security.Cryptography;
+    using System.IO;
+    using System.Linq;
+
+    [InitializeOnLoad]
+    public class ValidateCopiedFoldersIntegrity
+    {
+        const string SessionStateKey = "ValidateCopiedFoldersIntegrity_Init";
+        /// <summary>
+        /// Called once on editor startup.
+        /// Validate copied folders integrity in clone project
+        /// </summary>
+        static ValidateCopiedFoldersIntegrity()
+        {
+            if (!SessionState.GetBool(SessionStateKey, false))
+            {
+                SessionState.SetBool(SessionStateKey, true);
+                if (!ClonesManager.IsClone()) { return; }
+
+                ValidateFolder("Packages");
+            }
+        }
+
+        static void ValidateFolder(string folderName)
+        {
+            var currentProjectPath = Path.Combine(ClonesManager.GetCurrentProjectPath(), folderName);
+            var currentFolderHash = CreateMd5ForFolder(currentProjectPath);
+
+            var originalProjectPath = Path.Combine(ClonesManager.GetOriginalProjectPath(), folderName);
+            var originalFolderHash = CreateMd5ForFolder(originalProjectPath);
+
+            if (currentFolderHash != originalFolderHash)
+            {
+                Debug.Log("ParrelSync: Detected '" + folderName + "' folder changes in the original project. Updating...");
+                FileUtil.ReplaceDirectory(originalProjectPath, currentProjectPath);
+            }
+        }
+
+        static string CreateMd5ForFolder(string path)
+        {
+            // assuming you want to include nested folders
+            var files = Directory.GetFiles(path, "*.*", SearchOption.AllDirectories)
+                                 .OrderBy(p => p).ToList();
+
+            MD5 md5 = MD5.Create();
+
+            for (int i = 0; i < files.Count; i++)
+            {
+                string file = files[i];
+
+                // hash path
+                string relativePath = file.Substring(path.Length + 1);
+                byte[] pathBytes = Encoding.UTF8.GetBytes(relativePath.ToLower());
+                md5.TransformBlock(pathBytes, 0, pathBytes.Length, pathBytes, 0);
+
+                // hash contents
+                byte[] contentBytes = File.ReadAllBytes(file);
+                if (i == files.Count - 1)
+                    md5.TransformFinalBlock(contentBytes, 0, contentBytes.Length);
+                else
+                    md5.TransformBlock(contentBytes, 0, contentBytes.Length, contentBytes, 0);
+            }
+
+            return BitConverter.ToString(md5.Hash).Replace("-", "").ToLower();
+        }
+    }
+}

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+ 10 - 0
Assets/ParrelSync/ParrelSync/package.json

@@ -0,0 +1,10 @@
+{
+    "name": "com.veriorpies.parrelsync",
+    "displayName": "ParrelSync",
+    "version": "1.5.0",
+    "unity": "2018.4",
+    "description": "ParrelSync is a Unity editor extension that allows users to test multiplayer gameplay without building the project by having another Unity editor window opened and mirror the changes from the original project.",
+    "license": "MIT",
+	"keywords": [ "Networking", "Utils", "Editor", "Extensions" ],
+    "dependencies": {}
+}

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Assets/ParrelSync/ParrelSync/projectCloner.asmdef

@@ -0,0 +1,15 @@
+{
+    "name": "ParrelSync",
+    "references": [],
+    "includePlatforms": [
+        "Editor"
+    ],
+    "excludePlatforms": [],
+    "allowUnsafeCode": false,
+    "overrideReferences": false,
+    "precompiledReferences": [],
+    "autoReferenced": true,
+    "defineConstraints": [],
+    "versionDefines": [],
+    "noEngineReferences": false
+}

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+ 91 - 0
Assets/ParrelSync/README.md

@@ -0,0 +1,91 @@
+# ParrelSync 
+[![Release](https://img.shields.io/github/v/release/VeriorPies/ParrelSync?include_prereleases)](https://github.com/VeriorPies/ParrelSync/releases) [![Documentation](https://img.shields.io/badge/documentation-brightgreen.svg)](https://github.com/VeriorPies/ParrelSync/wiki) [![License](https://img.shields.io/badge/license-MIT-green)](https://github.com/VeriorPies/ParrelSync/blob/master/LICENSE.md) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/VeriorPies/ParrelSync/pulls) [![Chats](https://img.shields.io/discord/710688100996743200)](https://discord.gg/TmQk2qG)  
+
+ParrelSync is a Unity editor extension that allows users to test multiplayer gameplay without building the project by having another Unity editor window opened and mirror the changes from the original project.
+
+<br>
+
+![ShortGif](https://raw.githubusercontent.com/VeriorPies/ParrelSync/master/Images/Showcase%201.gif)
+<p align="center">
+<b>Test project changes on clients and server within seconds - both in editor
+</b>
+<br>
+</p>
+
+## Features
+1. Test multiplayer gameplay without building the project
+2. GUI tools for managing all project clones
+3. Protected assets from being modified by other clone instances
+4. Handy APIs to speed up testing workflows
+## Installation
+
+1. Backup your project folder or use a version control system such as [Git](https://git-scm.com/) or [SVN](https://subversion.apache.org/)
+2. Download .unitypackage from the [latest release](https://github.com/VeriorPies/ParrelSync/releases) and import it to your project. 
+3.  ParrelSync should appreared in the menu item bar after imported
+![UpdateButtonInMenu](https://github.com/VeriorPies/ParrelSync/raw/master/Images/AfterImported.png)  
+
+Check out the [Installation-and-Update](https://github.com/VeriorPies/ParrelSync/wiki/Installation-and-Update) page for more details.
+
+### UPM Package
+ParrelSync can also be installed via UPM package.  
+After Unity 2019.3.4f1, Unity 2020.1a21, which support path query parameter of git package. You can install ParrelSync by adding the following to Package Manager.
+
+```
+https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync
+```  
+
+  
+![UPM_Image](https://github.com/VeriorPies/ParrelSync/raw/master/Images/UPM_1.png?raw=true) ![UPM_Image2](https://github.com/VeriorPies/ParrelSync/raw/master/Images/UPM_2.png?raw=true)
+  
+or by adding 
+
+```
+"com.veriorpies.parrelsync": "https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync"
+``` 
+
+to the `Packages/manifest.json` file 
+
+
+## Supported Platform
+Currently, ParrelSync supports Windows, macOS and Linux editors.  
+
+ParrelSync has been tested with the following Unity version. However, it should also work with other versions as well.
+* *2020.3.1f1*
+* *2019.3.0f6*
+* *2018.4.22f1*
+
+
+## APIs
+There's some useful APIs for speeding up the multiplayer testing workflow.
+Here's a basic example: 
+```
+if (ClonesManager.IsClone()) {
+  // Automatically connect to local host if this is the clone editor
+}else{
+  // Automatically start server if this is the original editor
+}
+```
+Check out [the doc](https://github.com/VeriorPies/ParrelSync/wiki/List-of-APIs) to view the complete API list.
+
+## How does it work?
+For each clone instance, ParrelSync will make a copy of the original project folder and reference the ```Asset```, ```Packages``` and ```ProjectSettings``` folder back to the original project with [symbolic link](https://docs.microsoft.com/en-us/windows-server/administration/windows-commands/mklink). Other folders such as ```Library```, ```Temp```, and ```obj``` will remain independent for each clone project.
+
+All clones are placed right next to the original project with suffix *```_clone_x```*, which will be something like this in the folder hierarchy. 
+```
+/ProjectName
+/ProjectName_clone_0
+/ProjectName_clone_1
+...
+```
+## Discord Server
+We have a [Discord server](https://discord.gg/TmQk2qG).
+
+## Need Help?
+Some common questions and troubleshooting can be found under the [Troubleshooting & FAQs](https://github.com/VeriorPies/ParrelSync/wiki/Troubleshooting-&-FAQs) page.  
+You can also [create a question post](https://github.com/VeriorPies/ParrelSync/issues/new/choose), or ask on [Discord](https://discord.gg/TmQk2qG) if you prefer to have a real-time conversation.
+
+## Support this project 
+A star will be appreciated :)
+
+## Credits
+This project is originated from hwaet's [UnityProjectCloner](https://github.com/hwaet/UnityProjectCloner)

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Assets/Scenes/login.unity.meta

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+ 46 - 0
Assets/Scripts/Door.cs

@@ -0,0 +1,46 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Door : MonoBehaviour
+{
+    public SpriteRenderer openDoorSprite;
+    public bool locked;
+
+    void Start(){
+        if(!locked){
+            openDoorSprite.color = Color.black;
+        }
+    }
+
+    public void unlock(){
+        locked=false;
+        openDoorSprite.color = Color.black;
+    }
+
+
+    void Update()
+    {
+
+    }
+
+    void OnTriggerEnter2D(Collider2D col){
+        Debug.Log(col.gameObject.name + " Entered");
+        NetPlayer playerObject = col.GetComponent<NetPlayer>();
+        if(!locked&& playerObject!=null){
+           if(playerObject.isLocalPlayer){
+               col.GetComponent<PlayerController>().inDoor = true;
+           }
+        }
+    }
+
+    void OnTriggerExit2D(Collider2D col){
+        Debug.Log(col.gameObject.name + " Exited");
+        NetPlayer playerObject = col.GetComponent<NetPlayer>();
+        if(!locked&& playerObject!=null){
+           if(playerObject.isLocalPlayer){
+               col.GetComponent<PlayerController>().inDoor = false;
+           }
+        }        
+    }
+}

+ 11 - 0
Assets/Scripts/Door.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 83130d81d669a3e0cb774960d0a3c596
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
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+ 2 - 0
Assets/Scripts/InputPreset.cs

@@ -16,6 +16,7 @@ public class InputPresetData{
     public KeyCode leftInput;
     public KeyCode rightInput;
     public KeyCode jumpInput;
+    public KeyCode interactingKey;
 }
 
 
@@ -47,6 +48,7 @@ public static class InputManager{
         m_data.leftInput = KeyCode.A;
         m_data.rightInput = KeyCode.D;
         m_data.jumpInput = KeyCode.Space;
+        m_data.interactingKey=KeyCode.W;
 
         PlayerPrefs.SetString("inputSettings", JsonUtility.ToJson(m_data));
         PlayerPrefs.Save();

+ 85 - 0
Assets/Scripts/Lobby.cs

@@ -0,0 +1,85 @@
+using System.Collections;
+using System.Collections.Generic;
+using Mirror;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+public class Lobby : NetworkBehaviour
+{
+    [SyncVar]
+    public int playerCount;
+    [SyncVar]
+    public string serverName;
+    [SyncVar(hook = nameof(OnMetadataChanged))]
+    public string serverMetadata;
+    public string nextSceneName;
+    void OnMetadataChanged(string oldValue, string newValue){
+        SceneData.metadata = JsonUtility.FromJson<ServerMetadata>(newValue);
+    }
+
+    public Text lobbyNameText;
+    public Text playerCountTxt;
+    void Start()
+    {
+        DontDestroyOnLoad(gameObject);
+        if(isServer){
+            serverName = FindObjectOfType<LightReflectiveMirror.LightReflectiveMirrorTransport>().serverName;
+            serverMetadata = FindObjectOfType<LightReflectiveMirror.LightReflectiveMirrorTransport>().extraServerData;
+        }
+
+        lobbyNameText.text = serverName;
+        SceneData.metadata = JsonUtility.FromJson<ServerMetadata>(serverMetadata);
+        playerCountTxt.text = playerCount+"/" + SceneData.metadata.maxPlayerCount;
+    }
+
+    // Update is called once per frame
+    public int[] playlist = new int[2]{1,2};
+    public int curSceneInd=0;
+    void Update()
+    {
+        if(playerCountTxt!=null){
+            playerCountTxt.text = playerCount + "/ " + SceneData.metadata.maxPlayerCount;
+        }
+        if(!isServer){
+            return;
+        }
+
+
+
+        NetPlayer[] netPlayers = FindObjectsOfType<NetPlayer>();
+        playerCount = netPlayers.Length;
+        if(playerCount < 1){return;}
+        bool allInside =true;
+        foreach(NetPlayer netPlayer in netPlayers){
+            if(!netPlayer.insideDoor){allInside = false;break;}
+        }
+
+        if(allInside){
+            //Move onto next level
+            if(curSceneInd < playlist.Length -1){
+                curSceneInd++;
+                nextSceneName = SceneManager.GetSceneByBuildIndex(playlist[curSceneInd]).name;
+            }else{
+                nextSceneName ="SampleScene";
+                curSceneInd=0;
+            }
+            RpcNextLevel(playlist[curSceneInd]);
+            changeScene(playlist[curSceneInd]);
+        }
+    }
+
+    [ClientRpc]
+    void RpcNextLevel(int levelName){
+        changeScene(levelName);
+    }
+
+    void changeScene(int levelName){
+        SceneData.localPlayer.GetComponent<PlayerController>().insideDoor=false;
+        SceneData.localPlayer.GetComponent<NetPlayer>().CallChangeInsideDoor(false);
+
+        LoadingScreen.instance.alreadyConnected=true;
+        LoadingScreen.instance.sceneName=null;
+        LoadingScreen.instance.sceneIndex = levelName;
+        LoadingScreen.instance.load();
+    }
+}

+ 11 - 0
Assets/Scripts/Lobby.cs.meta

@@ -0,0 +1,11 @@
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+guid: e61f23073e4aea54ab53fc45e3c502a9
+MonoImporter:
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+  serializedVersion: 2
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+ 30 - 18
Assets/Scripts/MainmenuController.cs

@@ -16,13 +16,15 @@ public class MainmenuController : MonoBehaviour
     public LightReflectiveMirrorTransport _LRM;
     public Toggle isPublic;
     public InputField serverNameInput;
+    public Slider maxPlayerCount;
     void Start()
     {
                
         _LRM = (LightReflectiveMirrorTransport)Transport.activeTransport;
         _LRM.serverListUpdated.AddListener(ServerListUpdate);
         _LRM.connectedToRelay.AddListener(refreshServers);
-     //   serverNameInput.text = usernameTxt.text + "'s Server";
+        usernameTxt.text = PlayerPrefs.GetString("username");
+        serverNameInput.text = usernameTxt.text + "'s Server";
      //   refreshServers();
     }
 
@@ -54,7 +56,6 @@ public class MainmenuController : MonoBehaviour
         //clear all entries
         Debug.Log("it works");
         foreach(Transform t in scrollParent) { Destroy(t.gameObject); }
-        bool b1 = false;
         for (int i =0; i < _LRM.relayServerList.Count; i++)
         {
             //int mapId = int.Parse(_LRM.relayServerList[i].serverName.Substring(0, 1));
@@ -62,11 +63,7 @@ public class MainmenuController : MonoBehaviour
                 go.transform.GetChild(0).GetComponent<Text>().text = _LRM.relayServerList[i].serverName;
                 go.transform.GetChild(1).GetComponent<Text>().text = _LRM.relayServerList[i].currentPlayers + "/" + _LRM.relayServerList[i].maxPlayers;
                 go.GetComponentInChildren<Button>().onClick.AddListener(() => { joinServer(_LRM.relayServerList[i-1].serverId.ToString()); });
-                if (!b1)
-                {
-                    go.GetComponent<Image>().color = Color.grey;
-                    b1 = true;
-                }
+                
                      
         }
         scrollParent.GetComponent<RectTransform>().sizeDelta = new Vector2(scrollParent.GetComponent<RectTransform>().sizeDelta.x, heightPerRow *(_LRM.relayServerList.Count+1));
@@ -86,28 +83,43 @@ public class MainmenuController : MonoBehaviour
 
     public void joinServer()
     {
-        FindObjectOfType<loadingScreen>().serverName = _LRM.relayServerList[curSelected].serverId.ToString();
+        LoadingScreen.instance.serverName = _LRM.relayServerList[curSelected].serverId.ToString();
        
-        FindObjectOfType<loadingScreen>().load();
+        LoadingScreen.instance.load();
     }
     public void joinServer(string serverName)
     {
-        FindObjectOfType<loadingScreen>().serverName = serverName;
-       FindObjectOfType<loadingScreen>().sceneName= "SampleScene";
-       FindObjectOfType<loadingScreen>().isHost=false;
+        LoadingScreen.instance.serverName = serverName;
+        LoadingScreen.instance.sceneName= "SampleScene";
+        LoadingScreen.instance.isHost=false;
+        LoadingScreen.instance.alreadyConnected=false;
 
-        FindObjectOfType<loadingScreen>().load();
+        LoadingScreen.instance.load();
     }
 
     public void hostClicked()
     {
         if (serverNameInput.text.Length > 3)
         {
-            FindObjectOfType<loadingScreen>().serverName = serverNameInput.text;
-            FindObjectOfType<loadingScreen>().sceneName= "SampleScene";
-            
-            FindObjectOfType<loadingScreen>().isPublic = isPublic.isOn;
-            FindObjectOfType<loadingScreen>().load();
+            LoadingScreen.instance.serverName = serverNameInput.text;
+            LoadingScreen.instance.sceneName= "SampleScene";            
+            LoadingScreen.instance.isPublic = isPublic.isOn;
+            LoadingScreen.instance.alreadyConnected=false;
+            LoadingScreen.instance.isHost=true;
+            ServerMetadata metadata = new ServerMetadata();
+            metadata.maxPlayerCount = (int)maxPlayerCount.value;
+            LoadingScreen.instance.serverMetadata = JsonUtility.ToJson(metadata);
+            LoadingScreen.instance.load();
         }
     }
 }
+
+
+[System.Serializable]
+public class ServerMetadata{
+    public int maxPlayerCount;
+
+    public ServerMetadata(){
+        maxPlayerCount = 0;
+    }
+}

+ 102 - 3
Assets/Scripts/NetPlayer.cs

@@ -7,19 +7,118 @@ public class NetPlayer : NetworkBehaviour
 {
 
     public Behaviour[] LocalComponents;
-
+    public SpriteRenderer characterSprite;
+    [SyncVar]
+    public bool insideDoor;
+    public LayerMask friendLayer;
     void Start()
     {
+        DontDestroyOnLoad(gameObject);
         if(!isLocalPlayer){
+            gameObject.layer = LayerMask.NameToLayer("Friend");
+            //GetComponent<BoxCollider2D>().size = new Vector2(GetComponent<BoxCollider2D>().size.x/2f,GetComponent<BoxCollider2D>().size.y);
             foreach(Behaviour localComponent in LocalComponents){
                 localComponent.enabled=false;
             }
         }
+        if(isLocalPlayer){
+            SceneData.localPlayer = gameObject;
+            if(SceneData.netSceneData==null){Debug.Log("Scene Data is not init yet");}else{
+                transform.position = SceneData.netSceneData.spawnPoint.position;
+            }
+        }
     }
 
-    // Update is called once per frame
+    public void ReturnToSpawn(){
+        if(isLocalPlayer){
+            StartCoroutine(returnToSpawn());
+        }
+    }
+
+    IEnumerator returnToSpawn(){
+            while(SceneData.netSceneData==null){
+                yield return new WaitForSeconds(0.1f);
+            }
+            while(SceneData.netSceneData.spawnPoint==null){
+                yield return new WaitForSeconds(0.1f);
+            }
+            transform.position = SceneData.netSceneData.spawnPoint.position;
+            
+    }
+public Transform frndTrans;
+    bool oldFlipVal = false;
+
+    Transform oldFriendVal;
+    float oldFriendX;
     void Update()
     {
-        
+        if(!isLocalPlayer){return;}
+        frndTrans = getOnFriend();
+        // if(oldFriendVal!=frndTrans){//got on someones head, or got off
+        //     if(oldFriendVal==null && frndTrans!=null){//got on
+        //         oldFriendX = frndTrans.position.x;
+        //         oldFriendVal = frndTrans;
+        //     }else{//got off
+        //         oldFriendX = 0;
+        //         oldFriendVal = null;
+        //     }
+        // }
+
+        // if(oldFriendVal!=null){
+        //     transform.Translate(new Vector2(frndTrans.position.x - oldFriendX,0));
+        // }
+
+        if(oldFlipVal != characterSprite.flipX){
+            if(isServer){
+                RpcFlipX(characterSprite.flipX);
+            }else{
+                CmdFlipX(characterSprite.flipX);
+            }
+            oldFlipVal=characterSprite.flipX;
+        }
+
+
+
+        if(!isServer){return;}
+    }
+
+    [Command]
+    void CmdFlipX(bool value){
+        FlipX(value);
+        RpcFlipX(value);
+    }
+
+    [ClientRpc]
+    void RpcFlipX(bool value){
+        if(!isLocalPlayer)FlipX(value);
+    }
+
+    void FlipX(bool value){
+        characterSprite.flipX = value;
+    }
+
+
+
+    public void CallChangeInsideDoor(bool value){
+        if(isServer){
+            insideDoor=value;
+        }else{
+            CmdChangeInsideDoor(value);
+        }
+    }
+    [Command]
+    void CmdChangeInsideDoor(bool value){
+        insideDoor=value;
+    }
+
+
+    public Transform getOnFriend()
+    {
+        Transform friend =null;
+        //return (Physics2D.Linecast(transform.position, groundChecker.position, groundLayerMask));
+        Collider2D col = GetComponentInChildren<Collider2D>();
+        RaycastHit2D hit = Physics2D.BoxCast(col.bounds.center, new Vector2(col.bounds.size.x - (col.bounds.size.x / 5f), col.bounds.size.y), 0, Vector2.down, 0.1f, friendLayer);
+        friend = (hit) ? hit.collider.transform : null;
+        return friend;
     }
 }

+ 21 - 0
Assets/Scripts/NetSceneData.cs

@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class NetSceneData : MonoBehaviour
+{
+    public Transform spawnPoint;
+    public Transform doorExit;
+    public Door door;
+    void Awake()
+    {
+        SceneData.netSceneData = this;
+    }
+}
+
+
+public static class SceneData{
+    public static NetSceneData netSceneData;
+    public static ServerMetadata metadata;
+    public static GameObject localPlayer;
+}

+ 11 - 0
Assets/Scripts/NetSceneData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 176b9539293f58d65a001ed701f1959d
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 35 - 0
Assets/Scripts/PlayerController.cs

@@ -23,6 +23,9 @@ public class PlayerController : NetworkBehaviour
     public AudioClip jumpSFX;
     float jumpT = 0;
     public bool listenToInput = true;
+    public bool inDoor = false;
+    public bool insideDoor = false;
+    bool enteringDoor = false;
 
     void Start()
     {
@@ -75,6 +78,18 @@ public class PlayerController : NetworkBehaviour
         if (Input.GetKey(InputManager.data().leftInput)) { HorizontalAxis = -1; } else if (Input.GetKey(InputManager.data().rightInput)) { HorizontalAxis = 1; }
        // if (GameManager.isPaused) { HorizontalAxis = 0; }
         //Move according to input
+
+        //Exit the door
+        if(enteringDoor && !Input.GetKey(InputManager.data().interactingKey)){
+            enteringDoor=false;
+        }
+        if(insideDoor && !enteringDoor && Input.GetKey(InputManager.data().interactingKey)){
+            Debug.Log("Exiting door");
+            transform.position = SceneData.netSceneData.door.transform.position;
+            insideDoor=false;
+            enteringDoor=true;
+            if(GetComponent<NetPlayer>()!=null){GetComponent<NetPlayer>().CallChangeInsideDoor(insideDoor);}
+        }
         if (listenToInput)
         {
             if (isGrounded)
@@ -90,7 +105,19 @@ public class PlayerController : NetworkBehaviour
                 }
             }
 
+            //Enter the door
+            if(inDoor && Input.GetKey(InputManager.data().interactingKey) && !enteringDoor){
+                if(SceneData.netSceneData.doorExit!=null){
+                    Debug.Log("Entering door");
+                    transform.position = SceneData.netSceneData.doorExit.position;
+                    insideDoor = true;
+                    enteringDoor=true;
+                    if(GetComponent<NetPlayer>()!=null){GetComponent<NetPlayer>().CallChangeInsideDoor(insideDoor);}
+                }
+            }
+
         }
+
         if (isSwimming || inWater) { moveInput = moveInput / 2f; }
         //Update moving value on Animation
         animator.SetBool("moving", (moveInput != 0));
@@ -109,6 +136,11 @@ public class PlayerController : NetworkBehaviour
 
 
         //Apply moving input to player
+        if(GetComponent<NetPlayer>()!=null){
+            if(GetComponent<NetPlayer>().frndTrans!=null){
+                rigidbody.velocity = GetComponent<NetPlayer>().frndTrans.GetComponent<Rigidbody2D>().velocity;
+            }
+        }
         rigidbody.transform.Translate(new Vector2(moveSpeed * moveInput, 0));
 
        
@@ -138,6 +170,7 @@ public class PlayerController : NetworkBehaviour
         _isSwimming = inWater;
 
     }
+
     bool b;
     bool _isSwimming;
     public bool waterBoost;
@@ -183,6 +216,8 @@ public class PlayerController : NetworkBehaviour
         Collider2D col = GetComponentInChildren<Collider2D>();
         return (Physics2D.BoxCast(col.bounds.center, new Vector2(col.bounds.size.x - (col.bounds.size.x / 5f), col.bounds.size.y), 0, Vector2.down, 0.1f, groundLayerMask));
     }
+
+    
     // public bool getInWater(){Collider2D col = GetComponentInChildren<Collider2D>();
     //     return (Physics2D.BoxCast(col.bounds.center, new Vector2(col.bounds.size.x - (col.bounds.size.x / 5f), col.bounds.size.y), 0, Vector2.down, 0.1f, waterLayerMask));
     // }

+ 24 - 6
Assets/Scripts/loadingScreen.cs

@@ -11,6 +11,7 @@ using UnityEngine.UI;
 public class loadingScreen : MonoBehaviour
 {
     public string sceneName;
+    public int sceneIndex;
     public RectTransform loadingWheel;
     public RectTransform loadingProgress;
     CanvasGroup canvasGroup;
@@ -29,6 +30,7 @@ public class loadingScreen : MonoBehaviour
 
     void Start()
     {
+        LoadingScreen.instance=this;
         DontDestroyOnLoad(gameObject);
         canvasGroup = GetComponent<CanvasGroup>();
 
@@ -69,26 +71,37 @@ public class loadingScreen : MonoBehaviour
         loading = true;
         loadingProgress.sizeDelta = new Vector2(0, loadingProgress.sizeDelta.y);
         SceneManager.sceneLoaded += SceneManager_sceneLoaded;
-        loadingOperation = SceneManager.LoadSceneAsync(sceneName);
+        if(sceneName != null){
+            loadingOperation = SceneManager.LoadSceneAsync(sceneName);
+        }else{
+            loadingOperation = SceneManager.LoadSceneAsync(sceneIndex);
+        }
     }
 
     private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
     {
-        if (loading)
+        hide();
+        if (loading && !alreadyConnected)
         {
-           // hide();
            if(isHost){host();}else{join();}
-            
-            loading = false;
+           loading = false;
+        }
+        if(alreadyConnected){
+           // Debug.Log()
+           SceneData.netSceneData = FindObjectOfType<NetSceneData>();
+           SceneData.localPlayer.GetComponent<NetPlayer>().ReturnToSpawn();
+           
         }
     }
+    public bool alreadyConnected= false;
     public string serverName;
     public bool isPublic;
+    public string serverMetadata;
     
     void host()
     {
         _LRM.serverName = serverName;
-        _LRM.extraServerData = sceneName;
+        _LRM.extraServerData = serverMetadata;
         _LRM.isPublicServer = isPublic;
 
         _LRM.ServerStart();
@@ -101,3 +114,8 @@ public class loadingScreen : MonoBehaviour
         NetworkManager.singleton.StartClient();
     }
 }
+
+
+public static class LoadingScreen{
+    public static loadingScreen instance;
+}

+ 36 - 0
Assets/Scripts/login.cs

@@ -0,0 +1,36 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+public class login : MonoBehaviour
+{
+    public InputField nameInput;
+    public Button loginBtn;
+    void Start()
+    {
+        loginBtn.interactable = false;
+        if (PlayerPrefs.HasKey("username") && PlayerPrefs.GetString("username").Length > 3)
+        {
+            SceneManager.LoadScene("MainMenu");
+            return;
+        }
+
+        nameInput.onValueChanged.AddListener(OnNameinputChange);
+    }
+
+
+    void OnNameinputChange(string value)
+    {
+        loginBtn.interactable = (value.Length > 3);
+    }
+
+    public void Login(){
+        if(nameInput.text.Length <=3){return;}
+
+        PlayerPrefs.SetString("username", nameInput.text);
+        PlayerPrefs.Save();
+
+        SceneManager.LoadScene("MainMenu");
+    }
+}

+ 11 - 0
Assets/Scripts/login.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bb602c1a35483c66e97589f39f2fbf49
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 13 - 1
Assets/Textures/door.png.meta

@@ -60,7 +60,19 @@ TextureImporter:
   platformSettings:
   - serializedVersion: 3
     buildTarget: DefaultTexturePlatform
-    maxTextureSize: 2048
+    maxTextureSize: 512
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Standalone
+    maxTextureSize: 512
     resizeAlgorithm: 0
     textureFormat: -1
     textureCompression: 1

+ 13 - 1
Assets/Textures/picopark.png.meta

@@ -60,7 +60,19 @@ TextureImporter:
   platformSettings:
   - serializedVersion: 3
     buildTarget: DefaultTexturePlatform
-    maxTextureSize: 2048
+    maxTextureSize: 512
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Standalone
+    maxTextureSize: 512
     resizeAlgorithm: 0
     textureFormat: -1
     textureCompression: 1

+ 13 - 1
Assets/Textures/white.png.meta

@@ -60,7 +60,19 @@ TextureImporter:
   platformSettings:
   - serializedVersion: 3
     buildTarget: DefaultTexturePlatform
-    maxTextureSize: 2048
+    maxTextureSize: 128
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Standalone
+    maxTextureSize: 128
     resizeAlgorithm: 0
     textureFormat: -1
     textureCompression: 1

+ 572 - 583
LRM.csproj

@@ -2,8 +2,6 @@
 <Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
   <PropertyGroup>
     <LangVersion>latest</LangVersion>
-    <CscToolPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Tools/RoslynScripts</CscToolPath>
-    <CscToolExe>unity_csc.sh</CscToolExe>
   </PropertyGroup>
   <PropertyGroup>
     <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -11,7 +9,7 @@
     <ProductVersion>10.0.20506</ProductVersion>
     <SchemaVersion>2.0</SchemaVersion>
     <RootNamespace></RootNamespace>
-    <ProjectGuid>{7E636A62-FE6A-F097-9FD0-95B0BB04B632}</ProjectGuid>
+    <ProjectGuid>{626a637e-6afe-97f0-9fd0-95b0bb04b632}</ProjectGuid>
     <OutputType>Library</OutputType>
     <AppDesignerFolder>Properties</AppDesignerFolder>
     <AssemblyName>LRM</AssemblyName>
@@ -30,15 +28,6 @@
     <NoWarn>0169</NoWarn>
     <AllowUnsafeBlocks>True</AllowUnsafeBlocks>
   </PropertyGroup>
-  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
-    <DebugType>pdbonly</DebugType>
-    <Optimize>true</Optimize>
-    <OutputPath>Temp\bin\Release\</OutputPath>
-    <ErrorReport>prompt</ErrorReport>
-    <WarningLevel>4</WarningLevel>
-    <NoWarn>0169</NoWarn>
-    <AllowUnsafeBlocks>True</AllowUnsafeBlocks>
-  </PropertyGroup>
   <PropertyGroup>
     <NoConfig>true</NoConfig>
     <NoStdLib>true</NoStdLib>
@@ -47,593 +36,593 @@
     <ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
   </PropertyGroup>
   <ItemGroup>
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/BiDictionary.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/Editor/LRMInspector.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/HelpAttribute.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/LRMDirectConnectModule.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/LRMTools.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/LRMTransport/LRMTransportDirectConnect.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/LRMTransport/LRMTransportNATPuncher.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/LRMTransport/LRMTransportOverrides.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/LRMTransport/LRMTransportRequests.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/LRMTransport/LRMTransportVariables.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/LRMTransport/LightReflectiveMirrorTransport.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/LRM/SocketProxy.cs" />
     <Reference Include="UnityEngine">
-      <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.AIModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.AccessibilityModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.AndroidJNIModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.AnimationModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.AssetBundleModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.AudioModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.ClothModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.ClusterInputModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.ClusterRendererModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.CoreModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.CrashReportingModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.DSPGraphModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.DSPGraphModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.DirectorModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.DirectorModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.GameCenterModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.GameCenterModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.GridModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.GridModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.HotReloadModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.HotReloadModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.IMGUIModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.IMGUIModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.ImageConversionModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.ImageConversionModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.InputModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.InputModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.InputLegacyModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.InputLegacyModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.JSONSerializeModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.JSONSerializeModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.LocalizationModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.LocalizationModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.ParticleSystemModule">
+        <HintPath>/home/warlock/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.ParticleSystemModule.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.PerformanceReportingModule">
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+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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File diff suppressed because it is too large
+ 1 - 3
Mirror.CompilerSymbols.csproj


+ 588 - 599
Mirror.Components.csproj

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File diff suppressed because it is too large
+ 1 - 3
Mirror.Editor.csproj


+ 601 - 612
Mirror.Examples.csproj

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File diff suppressed because it is too large
+ 1 - 3
Mirror.Weaver.csproj


+ 654 - 665
Mirror.csproj

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-  <ItemGroup>
     <ProjectReference Include="Mirror.CompilerSymbols.csproj">
-      <Project>{057A871A-90C3-4F8D-0281-9C52B1040235}</Project>
+      <Project>{1a877a05-c390-8d4f-0281-9c52b1040235}</Project>
       <Name>Mirror.CompilerSymbols</Name>
-    </ProjectReference>
+    </ProjectReference>
     <ProjectReference Include="Telepathy.csproj">
-      <Project>{D2512F6D-C41A-09E8-EC4F-893EC41A9C18}</Project>
+      <Project>{6d2f51d2-1ac4-e809-ec4f-893ec41a9c18}</Project>
       <Name>Telepathy</Name>
-    </ProjectReference>
+    </ProjectReference>
     <ProjectReference Include="kcp2k.csproj">
-      <Project>{45A4DE75-06E5-9DA5-B73F-38A0ADD93459}</Project>
+      <Project>{75dea445-e506-a59d-b73f-38a0add93459}</Project>
       <Name>kcp2k</Name>
-    </ProjectReference>
+    </ProjectReference>
+    <ProjectReference Include="UnityEditor.UI.csproj">
+      <Project>{d5284a81-f67c-7e2c-3e13-cdac4bdbd32c}</Project>
+      <Name>UnityEditor.UI</Name>
+    </ProjectReference>
+    <ProjectReference Include="UnityEngine.UI.csproj">
+      <Project>{779772c6-608b-44d7-da1a-f2b38bd2f9b6}</Project>
+      <Name>UnityEngine.UI</Name>
+    </ProjectReference>
   </ItemGroup>
   <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
-  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
        Other similar extension points exist, see Microsoft.Common.targets.
   <Target Name="BeforeBuild">
   </Target>

+ 8 - 4
NanoPark.sln

@@ -19,14 +19,14 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.Components", "Mirror
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.Examples", "Mirror.Examples.csproj", "{1d1c4363-d4dc-90d5-4b63-6b3bf57e146b}"
 EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{794ed552-07b4-f11d-7366-ef1425d6d5d5}"
+EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LRM", "LRM.csproj", "{626a637e-6afe-97f0-9fd0-95b0bb04b632}"
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "where-allocations", "where-allocations.csproj", "{1a356b3a-d31e-3350-c514-470dfa96d5c8}"
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "kcp2k", "kcp2k.csproj", "{75dea445-e506-a59d-b73f-38a0add93459}"
 EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{794ed552-07b4-f11d-7366-ef1425d6d5d5}"
-EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.Authenticators", "Mirror.Authenticators.csproj", "{06d3891d-7e54-0165-ab21-990a195a8ea0}"
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity.TextMeshPro.Editor", "Unity.TextMeshPro.Editor.csproj", "{2ba436fb-75e3-28e6-311a-9da88a14fba9}"
@@ -53,6 +53,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity.VSCode.Editor", "Unit
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.CompilerSymbols", "Mirror.CompilerSymbols.csproj", "{1a877a05-c390-8d4f-0281-9c52b1040235}"
 EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ParrelSync", "ParrelSync.csproj", "{9c8046d9-3477-2d3b-eeb8-eea73ce7e4d4}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Any CPU = Debug|Any CPU
@@ -76,14 +78,14 @@ Global
 		{c3fd6ccb-0e34-cb84-f45c-a0a5b5346b75}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{1d1c4363-d4dc-90d5-4b63-6b3bf57e146b}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{1d1c4363-d4dc-90d5-4b63-6b3bf57e146b}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{794ed552-07b4-f11d-7366-ef1425d6d5d5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{794ed552-07b4-f11d-7366-ef1425d6d5d5}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{626a637e-6afe-97f0-9fd0-95b0bb04b632}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{626a637e-6afe-97f0-9fd0-95b0bb04b632}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{1a356b3a-d31e-3350-c514-470dfa96d5c8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{1a356b3a-d31e-3350-c514-470dfa96d5c8}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{75dea445-e506-a59d-b73f-38a0add93459}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{75dea445-e506-a59d-b73f-38a0add93459}.Debug|Any CPU.Build.0 = Debug|Any CPU
-		{794ed552-07b4-f11d-7366-ef1425d6d5d5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
-		{794ed552-07b4-f11d-7366-ef1425d6d5d5}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{06d3891d-7e54-0165-ab21-990a195a8ea0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{06d3891d-7e54-0165-ab21-990a195a8ea0}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{2ba436fb-75e3-28e6-311a-9da88a14fba9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
@@ -110,6 +112,8 @@ Global
 		{0c9389be-bc21-f173-bc53-1836cfd21b9e}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{1a877a05-c390-8d4f-0281-9c52b1040235}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{1a877a05-c390-8d4f-0281-9c52b1040235}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{9c8046d9-3477-2d3b-eeb8-eea73ce7e4d4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{9c8046d9-3477-2d3b-eeb8-eea73ce7e4d4}.Debug|Any CPU.Build.0 = Debug|Any CPU
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE

File diff suppressed because it is too large
+ 24 - 0
ParrelSync.csproj


+ 9 - 0
ProjectSettings/EditorBuildSettings.asset

@@ -5,10 +5,19 @@ EditorBuildSettings:
   m_ObjectHideFlags: 0
   serializedVersion: 2
   m_Scenes:
+  - enabled: 1
+    path: Assets/Scenes/login.unity
+    guid: 7423273dd26a040fdb50204d3fe23fdc
   - enabled: 1
     path: Assets/Scenes/MainMenu.unity
     guid: 30be7b4e23f01d9c9a57f18dd93ffc8c
   - enabled: 1
     path: Assets/Scenes/SampleScene.unity
     guid: 2cda990e2423bbf4892e6590ba056729
+  - enabled: 1
+    path: Assets/Scenes/level1.unity
+    guid: a23e274c992dceb98bb635e26225ef6c
+  - enabled: 1
+    path: Assets/Scenes/level2.unity
+    guid: 273f9d92d5b2c2b3db2a4a2f7a3a753f
   m_configObjects: {}

+ 1 - 1
ProjectSettings/Physics2DSettings.asset

@@ -4,7 +4,7 @@
 Physics2DSettings:
   m_ObjectHideFlags: 0
   serializedVersion: 4
-  m_Gravity: {x: 0, y: -9.81}
+  m_Gravity: {x: 0, y: -15}
   m_DefaultMaterial: {fileID: 0}
   m_VelocityIterations: 8
   m_PositionIterations: 3

+ 2 - 2
ProjectSettings/TagManager.asset

@@ -15,8 +15,8 @@ TagManager:
   - 
   - 
   - Gnd
-  - 
-  - 
+  - Player
+  - Friend
   - 
   - 
   - 

+ 580 - 591
SimpleWebTransport.csproj

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 <Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
   <PropertyGroup>
     <LangVersion>latest</LangVersion>
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   <PropertyGroup>
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     <SchemaVersion>2.0</SchemaVersion>
     <RootNamespace></RootNamespace>
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+    <ProjectGuid>{98dbf456-ac72-bf0b-9024-c3fe345d6428}</ProjectGuid>
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     <AppDesignerFolder>Properties</AppDesignerFolder>
     <AssemblyName>SimpleWebTransport</AssemblyName>
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   <PropertyGroup>
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     <NoStdLib>true</NoStdLib>
@@ -47,595 +36,595 @@
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   </PropertyGroup>
   <ItemGroup>
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+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Client/SimpleWebClient.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Client/StandAlone/ClientHandshake.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Client/StandAlone/ClientSslHelper.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Client/StandAlone/WebSocketClientStandAlone.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Client/Webgl/SimpleWebJSLib.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Client/Webgl/WebSocketClientWebGl.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/BufferPool.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/Connection.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/Constants.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/EventType.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/Log.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/Message.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/MessageProcessor.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/ReadHelper.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/ReceiveLoop.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/SendLoop.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/TcpConfig.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Common/Utils.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Server/ServerHandshake.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Server/ServerSslHelper.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Server/SimpleWebServer.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/Server/WebSocketServer.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/SimpleWebTransport.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/SslConfigLoader.cs" />
+     <None Include="Assets/Mirror/Runtime/Transport/SimpleWebTransport/README.txt" />
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-  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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+ 568 - 577
Telepathy.csproj

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+     <Compile Include="Assets/Mirror/Runtime/Transport/Telepathy/Telepathy/MagnificentSendPipe.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/Telepathy/Telepathy/NetworkStreamExtensions.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/Telepathy/Telepathy/Pool.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/Telepathy/Telepathy/Server.cs" />
+     <Compile Include="Assets/Mirror/Runtime/Transport/Telepathy/Telepathy/ThreadFunctions.cs" />
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Unity.TextMeshPro.Editor.csproj


+ 602 - 611
Unity.TextMeshPro.csproj

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kcp2k.csproj

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