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on doc.photonengine.com...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...
...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...
...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...
...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...
...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...
...As long as nothing interfered with Client 1's player movement, the predicted Tick 102 on Client 1 and the validated Tick 102 on...
...public override void ControlOfEntityGained(BoltEntity entity)
{
// give the camera our players pitch
PlayerCamera.instance.getPitch = () => entity.GetState().pitch;
// this tells the player camera...
{
// give the camera our players pitch
PlayerCamera.instance.getPitch = () => entity.GetState
// this tells the player camera...
...manage movement during the predicted stage in a way that does not involve accessing any networked properties.
Lag Compensation
Locally, each player sees a...
Lag Compensation
Locally, each player sees a...
...For multipeer mode to work properly it is essential to avoid referencing scene objects through static fields (access to UI, camera rig, player data...