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...It is generating input which is then processed in exactly the same way as input from real players would be.
Rabbit
Arcade Racing AI...
Rabbit
Arcade Racing AI...
...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...
...Locomotion validation
We use the locomotion validation addon to limit the player's movements (stay in the room, avoid furniture, etc.).
See Locomotion validation...
We use the locomotion validation addon to limit the player's movements (stay in the room, avoid furniture, etc.).
See Locomotion validation...
...Project Organization
Player
Player (Player
script, Player
prefab) represents a connected peer in the game and has no visuals. Use Player to sync statistics...
Player
Player (Player
script, Player
prefab) represents a connected peer in the game and has no visuals. Use Player to sync statistics...
...You will learn about:
- Authoritative movement, shooting and game logic;
- Replication of animation, transforms and game object state.
Basic Settings And Development Features
After...
- Authoritative movement, shooting and game logic;
- Replication of animation, transforms and game object state.
Basic Settings And Development Features
After...
...Locomotion validation
We use the locomotion validation addon to limit the player's movements (stay in the room, avoid furniture, etc.).
See Locomotion validation...
We use the locomotion validation addon to limit the player's movements (stay in the room, avoid furniture, etc.).
See Locomotion validation...
...public override void ControlOfEntityGained(BoltEntity entity)
{
// give the camera our players pitch
PlayerCamera.instance.getPitch = () => entity.GetState<ITutorialPlayerState>().pitch;
// this tells the player camera...
{
// give the camera our players pitch
PlayerCamera.instance.getPitch = () => entity.GetState<ITutorialPlayerState>().pitch;
// this tells the player camera...
...As long as nothing interfered with Client 1's player movement, the predicted Tick 102 on Client 1 and the validated Tick 102 on...
...For multipeer mode to work properly it is essential to avoid referencing scene objects through static fields (access to UI, camera rig, player data...
...Note that to be able to use authoritative and client predicted movement, you have to use either the transform component directly or a Character...