# demo_kbengine_unity_default **Repository Path**: KBEngineLab/demo_kbengine_unity_default ## Basic Information - **Project Name**: demo_kbengine_unity_default - **Description**: This client-project is written for kbengine(a MMOG engine of server) - **Primary Language**: C# - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2025-09-18 - **Last Updated**: 2026-02-11 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README KBEngine_unity3d_demo ============= ## This client-project is written for KBEngine(a MMOG engine of server) https://www.kbelab.com/ ## Start: 1. Download KBEngine(a MMOG engine of server): Download(KBEngine): https://github.com/KBEngineLab/KBEngine-Nex Build(KBEngine): https://www.kbelab.com/manual/install.html 2. Use git to get the demo-assets(server): In the kbengine_unity3d_demo directory: * Git command: git submodule update --init --remote ![submodule_update1](http://kbengine.github.io/assets/img/screenshots/gitbash_submodule.png) * Or use TortoiseGit(menu): TortoiseGit -> Submodule Update: ![submodule_update2](http://kbengine.github.io/assets/img/screenshots/unity3d_plugins_submodule_update.jpg) * Or manually get the demo-assets(server) Download demo-assets(server): https://github.com/KBEngineLab/demo_kbengine_nex_assets unzip and copy to "kbengine/" (The root directory server engine, such as $KBE_ROOT) 3. Copy "kbengine_unity3d_demo\kbengine_demos_assets" to "kbengine\" root directory ![demo_configure](http://kbengine.github.io/assets/img/screenshots/demo_copy_kbengine.jpg) 4. Generate a Client plugins from the server-side asset library (optional, one by default unless the server-assets is modified) 1: Double-click to run kbengine/kbengine_demos_asset/gensdk.bat 2: Copy kbengine_unity3d_plugins to kbengine_unity3d_demo\Assets\Plugins\ ## Configure Demo(Optional): Change the login address: ![demo_configure](http://kbengine.github.io/assets/img/screenshots/demo_configure.jpg) kbengine_unity3d_demo\Scripts\kbe_scripts\clientapp.cs -> ip kbengine_unity3d_demo\Scripts\kbe_scripts\clientapp.cs -> port ## Start the Servers: Ensure that the "kbengine_unity3d_demo\kbengine_demos_assets" has been copied to the "kbengine\" directory Reference:Start Check the startup status: If successful will find log "Components::process(): Found all the components!". Otherwise, please search the "ERROR" keyword in logs, according to the error description to try to solve. (More: http://kbengine.github.io/docs/startup_shutdown.html) Start server: Windows: kbengine\kbengine_demos_assets\start_server.bat Linux: kbengine\kbengine_demos_assets\start_server.sh (More: http://kbengine.github.io/docs/startup_shutdown.html) ## Start the Client: Directly start(U3DEditor or Executable file). (Build Client:Unity Editor -> File -> Build Settings -> PC, MAC & Linux Standalone.) ## Navmesh-navigation(Optional): The server to use recastnavigation navigation. Recastnavigation generated navigation mesh (Navmeshs) placed on the: kbengine\kbengine_demos_assets\res\spaces\* Generation Navmeshs: https://navmesh.kbelab.com/ ## Structure and interpretation: The relationship between plug-ins(KBE) and U3D and servers: Plug-in and servers: Responsible for processing and server network packet. account login/logout process. By server notification logic entities are created and destroyed. Processing synchronous logical entity attribute data. etc. Plug-in and U3D: The plug-in will trigger some events to the U3D graphics layer, the graphics layer determines whether to capture some events, get data to render performance (for example: create a monster, a NPC move-speed increase, HP changes). U3D graphics layer will input the event trigger to the plug-in layer (for example: the player moved, hit the relive button UI), the plug-in logic script layer determines whether the need to transfer to the server. etc. Plugins\kbengine\kbengine_unity3d_plugins: Client plug-in core codes. Scripts\kbe_scripts: KBE client logic scripts(in this implementation of the server side of the entity script, the entity's bag data structure, skills in client condition checks, etc.). Scripts\kbe_scripts\Account.cs: Corresponds to the client side of the KBE server account entity. Scripts\kbe_scripts\Avatar.cs: Corresponds to the client side of the KBE server avatar entity. Scripts\kbe_scripts\Monster.cs: Corresponds to the client side of the KBE server monster entity. Scripts\kbe_scripts\clientapp.cs: In the system of KBE abstraction of a client APP, which contains the KBE client plug-in initialization and destruction, etc. Scripts\kbe_scripts\interfaces: Corresponding to the module defined in KBE(entity_defs\interfaces). Scripts\u3d_scripts: Unity graphics layer (including scene rendering, UI, object, character model, monster model). Scripts\u3d_scripts\GameEntity.cs: Monster/NPC or player script (management model and animation, etc.). Scripts\u3d_scripts\World.cs: Manage a map of the game script, for example: to create a specific 3D monster into the scene. Scripts\u3d_scripts\UI.cs: the game's UI processing script. start.unity: Start the scene, which starts to enter the game. Scenes\login.unity: login map. Scenes\selavatars.unity: Game character selection map. Scenes\world.unity: A map of the scene in the game. ## Screenshots: ![screenshots1](http://kbengine.github.io/assets/img/screenshots/unity3d_demo9.jpg) ![screenshots2](http://kbengine.github.io/assets/img/screenshots/unity3d_demo10.jpg) ![screenshots3](images/git_01.png)