Showing results for

player

movement

on doc.photonengine.com
doc.photonengine.com › pun › current › demos and tutorials
Pun 2 - 6 - Player Camera Work | Photon Engine
...the movement to catch up with the desired position and finally, a simple LookAt
for the camera to always point at the Player.
Aside...
doc.photonengine.com › quantum › v2 › quantum 100
Quantum 2 - Quantum 104 - Player Spawning | Photon Engine
Quantum 104 - Player Spawning
Overview
With the player character entity created the next steps are spawning a player character for each player that joins...
doc.photonengine.com › quantum › v1 › manual
Quantum 1 - Quantum DSL (game state) | Photon Engine
...This example defines a simple movement vector as input for a game:
C#
input
{
FPVector2 Movement;
doc.photonengine.com › bolt › current › demos and tutorials
Bolt - Bolt 105 - Objects & Arrays | Photon Engine
...C#
public override void SimulateOwner()
{
var speed = 4f;
var movement = Vector3.zero;
doc.photonengine.com › fusion › current › technical samples
Fusion 2 - Overview | Photon Engine
...projectile path (shot from camera)
- Health and damage system
- Explosions
- Smooth player movement and camera rotation using the Simple KCC addon
- Predictive projectiles "spawning...
doc.photonengine.com › fusion › current › tutorials
Fusion 2 - 3 - Prediction | Photon Engine
...movement, and requires three steps:
- Add data to the Input Structure
- Collect data from Unity's Input
- Apply the Input in the players
FixedUpdateNetwork...
doc.photonengine.com › quantum › v2 › technical samples
Quantum 2 - Tilemap Pathfinder | Photon Engine
...2) Move With Callback
The ClickMoveSystem
reads the player input and set the target for the entity. If the TileAgentConfig
has the movement type...
doc.photonengine.com › quantum › current › technical samples
Quantum 3 - Tilemap Pathfinder | Photon Engine
...2) Move With Callback
The ClickMoveSystem
reads the player input and set the target for the entity. If the TileAgentConfig
has the movement type...
doc.photonengine.com › fusion › v1 › tutorials
Fusion 1 - 2 - Setting Up A Scene | Photon Engine
...Once the input has been acquired, the NetworkCharacterControllerPrototype
is called to apply the actual movement to the avatar transform.
The complete Player
class looks...
doc.photonengine.com › fusion › current › tutorials
Fusion 2 - 2 - Setting Up A Scene | Photon Engine
...Once the input has been acquired, the NetworkCharacterController
is called to apply the actual movement to the avatar transform.
The complete Player
class looks...