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player

movement

on doc.photonengine.com
doc.photonengine.com › fusion › current › industries samples
Fusion 2 - Stage Screen Sharing | Photon Engine
...Locomotion validation
We use the locomotion validation addon to limit the player's movements (stay in defined scenes limits).
See Locomotion validation Industries Addons...
doc.photonengine.com › fusion › v1 › industries samples
Fusion 1 - Meeting | Photon Engine
...Locomotion validation
We use the locomotion validation addon to limit the player's movements (stay in the room, avoid furniture, etc.).
See Locomotion validation...
doc.photonengine.com › quantum › v2 › game samples
Quantum 2 - Game Sample - Arcade Racing - AI | Photon Engine
...It is generating input which is then processed in exactly the same way as input from real players would be.
Rabbit
Arcade Racing AI...
doc.photonengine.com › fusion › v1 › technical samples
Fusion 1 - Projectiles Advanced | Photon Engine
...Project Organization
Player
Player (Player
script, Player
prefab) represents a connected peer in the game and has no visuals. Use Player to sync statistics...
doc.photonengine.com › fusion › current › industries samples
Fusion 2 - Meeting | Photon Engine
...Locomotion validation
We use the locomotion validation addon to limit the player's movements (stay in the room, avoid furniture, etc.).
See Locomotion validation...
doc.photonengine.com › bolt › current › demos and tutorials
Bolt - 1 - Project Setup | Photon Engine
...You will learn about:
- Authoritative movement, shooting and game logic;
- Replication of animation, transforms and game object state.
Basic Settings And Development Features
After...
doc.photonengine.com › fusion › current › concepts and patterns
Fusion 2 - Network Simulation Loop | Photon Engine
...As long as nothing interfered with Client 1's player movement, the predicted Tick 102 on Client 1 and the validated Tick 102 on...
doc.photonengine.com › bolt › current › demos and tutorials
Bolt - 5 - Authoritative Lag Shooting | Photon Engine
...public override void ControlOfEntityGained(BoltEntity entity)
{
// give the camera our players pitch
PlayerCamera.instance.getPitch = () => entity.GetState().pitch;
// this tells the player camera...
doc.photonengine.com › fusion › v1 › game samples
Fusion 1 - Tanknarok | Photon Engine
...manage movement during the predicted stage in a way that does not involve accessing any networked properties.
Lag Compensation
Locally, each player sees a...
doc.photonengine.com › fusion › current › technical samples
Fusion 2 - Quickstart | Photon Engine
...For multipeer mode to work properly it is essential to avoid referencing scene objects through static fields (access to UI, camera rig, player data...