Showing results for
on doc.photonengine.com...the movement to catch up with the desired position and finally, a simple LookAt
for the camera to always point at the Player.
Aside...
for the camera to always point at the Player.
Aside...
Quantum 104 - Player Spawning
Overview
With the player character entity created the next steps are spawning a player character for each player that joins...
Overview
With the player character entity created the next steps are spawning a player character for each player that joins...
...This example defines a simple movement vector as input for a game:
C#
input
{
FPVector2 Movement;
C#
input
{
FPVector2 Movement;
...C#
public override void SimulateOwner()
{
var speed = 4f;
var movement = Vector3.zero;
public override void SimulateOwner()
{
var speed = 4f;
var movement = Vector3.zero;
...projectile path (shot from camera)
- Health and damage system
- Explosions
- Smooth player movement and camera rotation using the Simple KCC addon
- Predictive projectiles "spawning...
- Health and damage system
- Explosions
- Smooth player movement and camera rotation using the Simple KCC addon
- Predictive projectiles "spawning...
...movement, and requires three steps:
- Add data to the Input Structure
- Collect data from Unity's Input
- Apply the Input in the players
FixedUpdateNetwork...
- Add data to the Input Structure
- Collect data from Unity's Input
- Apply the Input in the players
FixedUpdateNetwork...
...2) Move With Callback
The ClickMoveSystem
reads the player input and set the target for the entity. If the TileAgentConfig
has the movement type...
The ClickMoveSystem
reads the player input and set the target for the entity. If the TileAgentConfig
has the movement type...
...2) Move With Callback
The ClickMoveSystem
reads the player input and set the target for the entity. If the TileAgentConfig
has the movement type...
The ClickMoveSystem
reads the player input and set the target for the entity. If the TileAgentConfig
has the movement type...
...Once the input has been acquired, the NetworkCharacterControllerPrototype
is called to apply the actual movement to the avatar transform.
The complete Player
class looks...
is called to apply the actual movement to the avatar transform.
The complete Player
class looks...
...Once the input has been acquired, the NetworkCharacterController
is called to apply the actual movement to the avatar transform.
The complete Player
class looks...
is called to apply the actual movement to the avatar transform.
The complete Player
class looks...