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ecs

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doc.photonengine.com › fusion › v1 › manual
Fusion 1 - State Transfer | Photon Engine
...The two state transfer modes used by Fusion are:
- Delta-Compressed, or DC, which sends compressed full world snapshots; and,
- Eventual Consistency, or EC...
doc.photonengine.com › quantum › current › tutorials
Quantum 3 - Tutorials - Asteroids - 6 - Asteroids | Photon Engine
...Systems in ECS are stateless so adding a regular variable to the AsteroidsWaveSpawnerSystem
is not allowed. This is not only done as a good...
doc.photonengine.com › quantum › v2 › quantum 100
Quantum 2 - Quantum 103 - Player Character | Photon Engine
...C#
namespace Quantum.Platformer
{
class MovementSystem
{
doc.photonengine.com › fusion › v1 › manual
Fusion 1 - Network Project Configuration | Photon Engine
...client authoritative EC is used for shared games over photon cloud. The area of interest is managed by the photon server plugin (automatically for...
doc.photonengine.com › quantum › current › tutorials
Quantum 3 - Tutorials - Asteroids - 4 - Player Entity | Photon Engine
...The most common pattern in ECS to write gameplay code is to have a system iterate over a collection of entities which contain a...
doc.photonengine.com › quantum › v2 › manual
Quantum 2 - Entity Prototypes | Photon Engine
...Hierarchy
In ECS the concept of entity/GameObject hierarchy does not exist. As such entity prototypes do not support hierarchies or nesting.
Although child...
doc.photonengine.com › quantum › current › manual
Quantum 3 - Manual - Game Session - Starting From Snapshot | Photon Engine
...Requirements
Local games, that are later promoted to online games, have to be starting with the final target SessionRunner.Arguments.PlayerCount
, because the ECS...
doc.photonengine.com › quantum › v1 › manual
Quantum 1 - Quantum Configs | Photon Engine
...SimulationConfig
Assets/Resources/DB/Configs/SimulationConfig.asset
This config file holds parameters used in the ECS layer and inside core systems like physics and...
doc.photonengine.com › quantum › current › tutorials
Quantum 3 - Tutorials - Asteroids - 5 - Player Spawning | Photon Engine
...Getting a component using TryGet
in Quantum is very fast O(1)
because Quantum uses a sparse set ECS.
frame.Unsafe
provides access to...
doc.photonengine.com › quantum › current › manual
Quantum 3 - Animation | Photon Engine
...For a comprehensive explanation on events and callbacks, refer to the Quantum ECS > Events & Callbacks
page in the Manual.
From Quantum, a system can...