From 25eb8803a93f925de2145dd6d6db8710cab38efb Mon Sep 17 00:00:00 2001 From: Gregg Tavares Date: Thu, 7 May 2015 16:50:43 +0900 Subject: [PATCH] update docs --- docs/unity/multi-machine.html | 19 +++++++++++-------- docs/unity/multi-machine.md | 19 +++++++++++-------- 2 files changed, 22 insertions(+), 16 deletions(-) diff --git a/docs/unity/multi-machine.html b/docs/unity/multi-machine.html index 660ce887..9cbc6272 100644 --- a/docs/unity/multi-machine.html +++ b/docs/unity/multi-machine.html @@ -281,7 +281,8 @@

Command Line Arguments

Custom Command Line Arguments

-

If you look in the sample above in LevelSettings.cs you can see some code like this

+

If you look in the sample above in Assets/HappyFunTimes/Scripts/LevelSettings.cs you can see +some code like this

void Awake()
 {
     ...
@@ -289,13 +290,15 @@ 

Custom Command Line Arguments

p.TryGet<int>("num-games", ref numGames); ... } -

Create an ArgParser and then use it to read any commmand line argumest you want. The sample -above uses "--num-games" to allow an infinite number of games but of course if you are designing -a specific game with a specific number of machines you'd need to set that as you'd probably -hard code the game ids for your specific setup.

-

On the other hand a common argument might be which level to load or which part of a larger -level to view. If you had a 3d installation where each monitor was like a portal into 3d -space your arguments might be the position, target and field of view for the camera, etc...

+

Feel free to change that script to meet your needs. If you'd like to get command line arguments +somewhere else create an ArgParser and then use it to read any commmand line arguments you want. The sample +above uses "--num-games" to allow an infinite number of games. If you are designing +a specific game with a specific number of machines you probably wouldn't need a numGames +setting at all as you'd probably hard code game ids for your specific setup.

+

On the other hand a common command line argument you might need would be which level to load or +which part of a larger level to view. If you had a 3d installation where each monitor was +like a portal into 3d space your arguments might be the position, target and field of view +for the camera, etc...


diff --git a/docs/unity/multi-machine.md b/docs/unity/multi-machine.md index c38feab7..48b87a09 100644 --- a/docs/unity/multi-machine.md +++ b/docs/unity/multi-machine.md @@ -263,7 +263,8 @@ The `--hft-id`, `--hft-url` and `--hft-master` are all handled by HappyFunTimes ## Custom Command Line Arguments -If you look in the sample above in `LevelSettings.cs` you can see some code like this +If you look in the sample above in `Assets/HappyFunTimes/Scripts/LevelSettings.cs` you can see +some code like this void Awake() { @@ -273,14 +274,16 @@ If you look in the sample above in `LevelSettings.cs` you can see some code like ... } -Create an `ArgParser` and then use it to read any commmand line argumest you want. The sample -above uses "--num-games" to allow an infinite number of games but of course if you are designing -a specific game with a specific number of machines you'd need to set that as you'd probably -hard code the game ids for your specific setup. +Feel free to change that script to meet your needs. If you'd like to get command line arguments +somewhere else create an `ArgParser` and then use it to read any commmand line arguments you want. The sample +above uses "--num-games" to allow an infinite number of games. If you are designing +a specific game with a specific number of machines you probably wouldn't need a `numGames` +setting at all as you'd probably hard code game ids for your specific setup. -On the other hand a common argument might be which level to load or which part of a larger -level to view. If you had a 3d installation where each monitor was like a portal into 3d -space your arguments might be the position, target and field of view for the camera, etc... +On the other hand a common command line argument you might need would be which level to load or +which part of a larger level to view. If you had a 3d installation where each monitor was +like a portal into 3d space your arguments might be the position, target and field of view +for the camera, etc...