Showing results for
on doc.photonengine.com...This includes:
- increasing the turn
Number
when a player's turn has ended - changing the status text when a player’s status changes
- making...
- increasing the turn
Number
when a player's turn has ended - changing the status text when a player’s status changes
- making...
...MapScout
MapScout is used to populate visibility data, allowing players to explore the map and see enemy units and structures.
Movement
Reads data from...
MapScout is used to populate visibility data, allowing players to explore the map and see enemy units and structures.
Movement
Reads data from...
...C#
// Create player data with the selected character.
RuntimePlayer playerData = new RuntimePlayer();
playerData.PlayerAvatar = characterPrototype;
// Attempt to set the player's nickname from the...
// Create player data with the selected character.
RuntimePlayer playerData = new RuntimePlayer();
playerData.PlayerAvatar = characterPrototype;
// Attempt to set the player's nickname from the...
...Movement
The simple KCC movement has two components:
- Horizontal Velocity: Changed only when the character receives input to the left or right.
- Vertical Velocity...
The simple KCC movement has two components:
- Horizontal Velocity: Changed only when the character receives input to the left or right.
- Vertical Velocity...
...delta-movement
- Usage of the Quantum 3 entity view component framework
- Data-driven polymorphism for Quantum assets
- Respawn points with entity prototypes
- Players entering...
- Usage of the Quantum 3 entity view component framework
- Data-driven polymorphism for Quantum assets
- Respawn points with entity prototypes
- Players entering...
...matter if the player still stands within the area or not)
Typically interactions provide a KCC Processor to inject custom movement logic, but they...
Typically interactions provide a KCC Processor to inject custom movement logic, but they...
...Upon starting the game, a small game menu appears where players can enter a nickname or a session name (also known as a room...
...They check the win conditions and keep the players’ scores. The Gameplay
component is also in charge of keeping track of the PlayerAreas
. The...
component is also in charge of keeping track of the PlayerAreas
. The...
...It implements the main Fusion callbacks.Character
The player in-game avatar - controls basic movement of player characters.Map
The map is simply a...
The player in-game avatar - controls basic movement of player characters.Map
The map is simply a...
...Bolt.EntityBehaviour
{
public override void Attached()
{
state.SetTransforms(state.CubeTransform, transform);
{
public override void Attached()
{
state.SetTransforms(state.CubeTransform, transform);