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Authenticate player data from fusion with playfab
Key Problem Describe the task or feature in 1-2 lines. Expected Output/Definition of Done Get player data from playfab. Key Solution Describe expected output here
Auto Host Migration
Key Problem how to handle host disconnection problem. define multiple practices that can be done to address this cases Handle on player/room leader disconnect New Issue: Host is transferred, but player id is also changed, ex: Player 1 becomes Player 2, Player...
Benchmarking Multiplayer Performance
Key Problem Should understand what are the key factor to be benchmarked for multiplayer Network tick rate (# per second) Incoming/outgoing data size per session (# Mb per 1 session) Should understand how to profile the key factor Expected Output/Definitio...
Culled Player Object isn’t synced with Host State
Key Problem Currently only able to get position/value based on client side, not synced with actual host data, and visual representation also not synced. Expected Output/Definition of Done Sync culled local object with actual host state. Key Solution Credits to...
Custom Timeout Length
Key Problem How to set maximal timeout Expected Output/Definition of Done Able to modify timeout length. Key Solution Timeout can be edited in Fusion Project Config, it can also simulate timeout in gameplay by using right number on Network Simulation Timeout ...
Error: InvalidOperationException: Type ControllerPrototype has not been weaved.
Cause NetworkProjectConfig.Fusion is not in its default location. Primarily because the Photon folder has been moved. Solutions move the file to its original location, which is in : [ProjectRoot]\Assets\Photon\Fusion\Resources\NetworkProjectConfig.fusion O...
Fusion Animation Synchronization
Overview By theory, animation should not sync over the network, animation should be handled locally if possible. by locally means each client play animation in response to the network object’s state. thus, the ones that should sync over the network are the ‘s...
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 ...
Fusion Character Controller
Quick Overview This Character Controller design allows a character to switch control type from AI-Controlled to Player-Controlled easily. an example case is when a player disconnects, an AI will overtake its character control for a period of time till the play...
Fusion Custom Interest Management
Summary Due to default AOI's limited functionality and documentation, a suggestion to use custom interest management comes to mind. Thus instead of using Default AOI for Network Culling, it is possible to implement a custom interest management that employs a s...
Fusion Insight Dump
Photon Fusion Insights Third Party Multiplayer Tooling Able to describe Fusion Architecture and Implementation Fusion uses different MonoBehavior (like mono behavior that extended) Fusion Behavior, Behavior with network callback Network Behavior, Behavior th...
Fusion Interest Management
Summary of Interest Management Cited from Photon Fusion Documentation : Interest Management is a set of data culling features, which restrict specific networked element updates from the server to specific clients/players. This culling is useful for reduction ...
Handle Disconnect and Reconnect
Key Problem When player disconnected midgame and then reattempt to reconnect again, how to handle player data when runner call OnDisconnected(). Due to having a connection loss or timeout Expected Output/Definition of Done Able to reconnect. Key Solution By Th...
Lag Compensated Hitbox & Raycasts
Expected Output Quick guide about hitbox and raycasts, what they do, and how they impact in networked games. Key Solution 💡 Kindly check [Fusion Lag Compensation Page](https://doc.photonengine.com/en-us/fusion/current/manual/lag-compensation) for info about...
Limit of Custom properties at StartGameArgs
Key Problem Max amount of custom properties(if any) and how to handle longer load time due to massive size. Optimal n-size. Expected Output/Definition of Done Difference between different StartGameArgs time-wise, maximum amount of multiple arguments. Key Solut...
Maximum limit of synced gameobject/message data
Key Problem When object in 1 scene is very massive, how to sync all gamobject when there are some limitation for maximum message / gameobject to be synced Expected Output/Definition of Done Able to limit synced massage Key Solution ⚙ Quick Conclusion : Messa...
Multiple Scene Handling runtime
Key Problem Is there a best practice in handling multiple scenes in runtime (load/unload scene, sync scene between client, no-miss spawn object, etc) at a multiplayer online project? Expected Output/Definition of Done Describe expected output here, include sam...
OnSessionList Updated is not Called
❓ Key Question why this problem happen ? ✅ Expected Output/Definition of Done clear problem and solution definition on this issue 🎁 Results INetworkRunnerCallback need to be registered / added into network runner in order to network runner to execute the c...
Photon Chat
Expected Output/Definition of Done Able to send and receive chat Key Solution Importing SDK Before doing this, make sure you’ve create a Photon Cloud: Chat from your Photon Dashboard. To implement this Photon Chat, you need to download first the SDK here,...
Photon Fusion Training Material
ℹ️ Fusion Docs provide thorough explanation on how to use photon fusion including sample Fusion Introduction Fusion Documentation Learning Steps Recommendation Photon 100 (hands-on basics) Getting Started / Introduction (Service Information, and Game Mod...