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player

movement

on doc.photonengine.com
doc.photonengine.com › fusion › current › getting started
Fusion 2 - What's New 2.0 | Photon Engine
...These are fired when a Network Object enters/exits a given Player's AOI regions, as well as when a player explicitly has interest...
doc.photonengine.com › fusion › current › addons
Fusion 2 - Finite State Machine | Photon Engine
...All player state behaviors will inherit from PlayerStateBehaviour
base class.
C#
// Player behaviour that should be placed on GameObject in Player hierarchy
// - inherits from...
doc.photonengine.com › quantum › current › manual
Quantum 3 - Manual - ECS - DSL (game state) | Photon Engine
...This example defines a simple movement vector and a Fire button as input for a game:
Qtn
input
{
FPVector2 Movement;
doc.photonengine.com › fusion › current › technical samples
Fusion 2 - Projectiles | Photon Engine
...This allows for shared
FUN
(simulation) andRender
functionality such as movement code. Methods that are executed for projectile instances areActivate
,Deactivate
doc.photonengine.com › pun › v1 › reference
Pun 1 - Version History | Photon Engine
...On GameObjects you control, this will apply keyboard movement by keys WASD. It disables itself if the GameObject is owned by a remote player...
doc.photonengine.com › fusion › v1 › fusion intro
Fusion 1 - Fusion 1 Introduction | Photon Engine
...With a single API, it supports two fundamentally different network topologies as well as a single player mode with no network connection.
It is...
doc.photonengine.com › quantum › v2 › game samples
Quantum 2 - Vehicular Combat | Photon Engine
...This helps players not oversteering or losing control at higher speeds.
Suspension
The suspension is visualized on the Unity-side by reading the values...
doc.photonengine.com › fusion › v1 › technical samples
Fusion 1 - VR Host | Photon Engine
...player, (runner, obj) => {
});
// Keep track of the player avatars so we can remove it when they disconnect
_spawnedUsers.Add(player, networkPlayerObject);
}
doc.photonengine.com › quantum › v1 › getting started
Quantum 1 - SDK & Release Notes | Photon Engine
...Make sure Agent.CurrentVelocity is always set even if the agent movement is not desired (see the Move By setting). - Added support to sphere...
doc.photonengine.com › fusion › current › industries samples
Fusion 2 - Fusion Multiplayer VR Training sample | 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...