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...It implements the main Fusion callbacks.Character
The player in-game avatar - controls basic movement of player characters.Map
The map is simply a...
The player in-game avatar - controls basic movement of player characters.Map
The map is simply a...
...This example defines a simple movement vector as input for a game:
C#
input
{
FPVector2 Movement;
C#
input
{
FPVector2 Movement;
...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...
...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...
...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...
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...
...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...
...Based on the character’s movement speed, the difference between both positions varies: if the movement is rather slow the difference might not be...
...Highlights
Technical
- Scheduling routine for collectible entitites.
- Usage of a multithreaded system for Characters Movement.
- EntityView object pool.
Technical
- Scheduling routine for collectible entitites.
- Usage of a multithreaded system for Characters Movement.
- EntityView object pool.