Showing results for on doc.photonengine.com
...So, OnColorChanged()
is called on all players.
C#
[Networked(OnChanged = nameof(OnColorChanged))]
public Color PenColor { get; set; }
is called on all players.
C#
[Networked(OnChanged = nameof(OnColorChanged))]
public Color PenColor { get; set; }
...Locomotion validation
We use the locomotion validation addon to limit the player's movements (stay in defined scenes limits).
See Locomotion validation Industries Addons...
We use the locomotion validation addon to limit the player's movements (stay in defined scenes limits).
See Locomotion validation Industries Addons...
...Examples are movement and button presses. For irregular rare inputs, use commands instead.
The jump button will be used to make the player jump...
The jump button will be used to make the player jump...
...Locomotion validation
We use the locomotion validation addon to limit the player's movements (stay in defined scenes limits).
See Locomotion validation Industries Addons...
We use the locomotion validation addon to limit the player's movements (stay in defined scenes limits).
See Locomotion validation Industries Addons...
...simpleavatar://?hairMesh=1&skinMat=2&clothMat=0&hairMat=0&clothMesh=1
Eye movement Simulation
To avoid an avatar to display static eye gaze, it...
Eye movement Simulation
To avoid an avatar to display static eye gaze, it...
...Locomotion validation
We use the locomotion validation addon to limit the player's movements (stay in defined scenes limits).
See Locomotion validation Industries Addons...
We use the locomotion validation addon to limit the player's movements (stay in defined scenes limits).
See Locomotion validation Industries Addons...
...This is a performance optimization for non-player characters at the cost of possible errors in movement.Force Predicted Look Rotation
- Skips look rotation...
- Skips look rotation...
...You are not required to encode low frequency player or game inputs into the input struct anymore. Create explicit commands now.
C#
public class...
C#
public class...
...simpleavatar://?hairMesh=1&skinMat=2&clothMat=0&hairMat=0&clothMesh=1
Eye movement Simulation
To avoid an avatar to display static eye gaze, it...
Eye movement Simulation
To avoid an avatar to display static eye gaze, it...
...simpleavatar://?hairMesh=1&skinMat=2&clothMat=0&hairMat=0&clothMesh=1
Eye movement Simulation
To avoid an avatar to display static eye gaze, it...
Eye movement Simulation
To avoid an avatar to display static eye gaze, it...