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player

movement

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doc.photonengine.com › quantum › v2 › game samples
Quantum 2 - Game Sample - Golf - Unity Integrations | Photon Engine
...This includes:
- increasing the turn
Number
when a player's turn has ended - changing the status text when a player’s status changes
- making...
doc.photonengine.com › quantum › v2 › game samples
Quantum 2 - RTS | Photon Engine
...MapScout
MapScout is used to populate visibility data, allowing players to explore the map and see enemy units and structures.
Movement
Reads data from...
doc.photonengine.com › quantum › current › game samples
Quantum 3 - Game Samples - Platform Shooter 2D - Further Steps | Photon Engine
...C#
// Create player data with the selected character.
RuntimePlayer playerData = new RuntimePlayer();
playerData.PlayerAvatar = characterPrototype;
// Attempt to set the player's nickname from the...
doc.photonengine.com › quantum › v2 › technical samples
Quantum 2 - Sample - 2D Platformer - Character Controllers | Photon Engine
...Movement
The simple KCC movement has two components:
- Horizontal Velocity: Changed only when the character receives input to the left or right.
- Vertical Velocity...
doc.photonengine.com › quantum › current › game samples
Quantum 3 - Game Samples - Platform Shooter 2D - Overview | Photon Engine
...delta-movement
- Usage of the Quantum 3 entity view component framework
- Data-driven polymorphism for Quantum assets
- Respawn points with entity prototypes
- Players entering...
doc.photonengine.com › fusion › current › addons
Fusion 2 - Interactions | Photon Engine
...matter if the player still stands within the area or not)
Typically interactions provide a KCC Processor to inject custom movement logic, but they...
doc.photonengine.com › quantum › current › game samples
Quantum 3 - Quantum Starter - Getting Started | Photon Engine
...Upon starting the game, a small game menu appears where players can enter a nickname or a session name (also known as a room...
doc.photonengine.com › quantum › v2 › game samples
Quantum 2 - Game Sample - Tower Rush - Systems and Components | Photon Engine
...They check the win conditions and keep the players’ scores. The Gameplay
component is also in charge of keeping track of the PlayerAreas
. The...
doc.photonengine.com › fusion › v1 › technical samples
Fusion 1 - Application Loop | Photon Engine
...It implements the main Fusion callbacks.Character
The player in-game avatar - controls basic movement of player characters.Map
The map is simply a...
doc.photonengine.com › bolt › current › demos and tutorials
Bolt - Bolt 103 - Properties & Callbacks | Photon Engine
...Bolt.EntityBehaviour
{
public override void Attached()
{
state.SetTransforms(state.CubeTransform, transform);