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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...
Input
Overview
Input in fighting games requires quick transmission between players, precision and the ability to track the state input stream over a certain...
Overview
Input in fighting games requires quick transmission between players, precision and the ability to track the state input stream over a certain...
...PC (Windows / Mac) and Mobile (Android)
Highlights
Technical
Simulation
- Custom Top-down KCC (character controller) with surface tangent movement at obstacles.
Highlights
Technical
Simulation
- Custom Top-down KCC (character controller) with surface tangent movement at obstacles.
...HostMode
topology.Features
- Five small independent examples with commented code to help understand projectile concepts
- Simple FPS player that use KCC addon for movement...
topology.Features
- Five small independent examples with commented code to help understand projectile concepts
- Simple FPS player that use KCC addon for movement...
...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...
...character movement), but will be harmful to player experience when this affects single one-time actions which players expect to be guaranteed. In this...
...C#
public void InterestEnter(PlayerRef player)
{
if (Runner.LocalPlayer != player || !Runner.GetVisible())
return;
public void InterestEnter(PlayerRef player)
{
if (Runner.LocalPlayer != player || !Runner.GetVisible())
return;
...character movement), but will be harmful to player experience when this affects single one-time actions which players expect to be guaranteed. In this...
Stage
Overview
The FusionStage sample demonstrates an approach on how to develop a social application for up to 200 players with Fusion.
Each player...
Overview
The FusionStage sample demonstrates an approach on how to develop a social application for up to 200 players with Fusion.
Each player...
...you can make the assumption that if a player moves forward, it may have continued to do so. The input describes the movement, not...