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Fusion Battle Royale Sample

Photon Developer Notes

Project is based on Unity 2021.3, you'll need to fill Fusion AppId and then you can run Assets/TPSBR/Scenes/Menu scene

Controls: W,S,A,D - Move SHIFT - Walk / Thrust with jetpack SPACE - Jump 1,2,3 - Switch weapons 4 - Cycle grenades Q - Fast weapon switch F - Interact / Drop weapon (hold) X - Toggle jetpack E - Toggle side LMB - Fire RMB - Aim Enter - Lock/unlock cursor (Editor only)

Project info / architecture overview is not yet done and will be added later. We are currently optimizing the project.

Side note: Movement is very similar to KCC sample project which is already available here: https://doc.photonengine.com/en-us/fusion/current/addons/advanced-kcc/sample The KCC sample is well commented and explains many details related to processing input, render prediction, correct handling of performance spikes and so on.

~ Jiri Bury (Photon Developer)

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Requirement to Build the Project

You need to install this Windows IL2CPP support to build the game.

Untitled

Also any Visual Studio (not VS Code), it will be an error if no any Visual Studio installed.

Character Physic using Kinematic Character Controller (KCC) by Fusion itself

In my opinion, it’s not recommended to use this if you’re not building something like battle royale too. Because it needs to follow how to use it from this project example (minimum documentation). Also, because it’s not a built-in Unity, you have to do all the things manually, eg: Updating Render, Interpolate, etc. I don’t know if this KCC will support all that we need in the future.

New Input System

This project also uses the new Unity Input System. It’s not a problem, i also recommend to use it for easily managed input. But, what I get from this project is, It’s better to generate the C# class for the input that we configured to easily write and understand it on your code.