Showing results for
on doc.photonengine.com...used in development only.
Its purpose is to give you a quick preview of the different settings available and how to use them.
Configuration...
Its purpose is to give you a quick preview of the different settings available and how to use them.
Configuration...
...used in development only.
Its purpose is to give you a quick preview of the different settings available and how to use them.
Configuration...
Its purpose is to give you a quick preview of the different settings available and how to use them.
Configuration...
...used in development only.
Its purpose is to give you a quick preview of the different settings available and how to use them.
Configuration...
Its purpose is to give you a quick preview of the different settings available and how to use them.
Configuration...
...good matchmaking, a game needs a couple hundred players online.
With less players online, it will become harder to find a worthy opponent and...
With less players online, it will become harder to find a worthy opponent and...
...Walls status changes when the player touches a wall button. The selected wall then becomes the only visible wall.
In addition to the wall...
In addition to the wall...
...PhotonNetwork.Reconnect() to be used when a client lost connection. Use this only when your client was connected to a region or a game...
VR Training
Overview
The VR Training sample is provided with full source code and demonstrates how Fusion can be used to create a multiplayer...
Overview
The VR Training sample is provided with full source code and demonstrates how Fusion can be used to create a multiplayer...
...to clarify how to handle VR rig and provide a basic teleport and grab example.
Before You start
- The project has been developed with...
Before You start
- The project has been developed with...
...StartParameters.LocalPlayerCount to support multiple local players joining an online game.
- Added a virtual ApplyTransform() method to EntityPrefabRoot.cs so developers can override and...
- Added a virtual ApplyTransform() method to EntityPrefabRoot.cs so developers can override and...
...Addressable scenes need to be added toAddressableScenes
array.SceneRef
for added scenes becomes the sum of a scene's index in this array andAddressableSceneRefOffset...
array.SceneRef
for added scenes becomes the sum of a scene's index in this array andAddressableSceneRefOffset...