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What is Network Tick Rate
Key Problem What is Tick Rate What Tick Rate changes impact to How to estimate proper tick rate value for each game How to Set Tick Rate What is maximal tick rate and best practice Key Solution Tick rate number is in Hz which is like FPS and 30 is the least to...
Sync Animation Handling
Key Problem How to sync animation between client Expected Output/Definition of Done Best application on how to sync animation Key Solution 🔑 [Click here for repository link](https://gategit.agate.id/tech/research-department/eizper-rebase/-/tree/6-animation-ha...
Switch from Single to Multiplayer Mode
Key Problem Switch from single-player mode to multiplayer mode and vice versa Expected Output/Definition of Done Able to switch from single-player mode to multiplayer mode and vice versa Key Solution To separate a single and multiplayer mode. Developer can mod...
Switch Character Controller Input
Key Problem Toggle between player input and AI input on disconnect Takeover input authority for another object (bots) if the need arises and vice versa. Expected Output/Definition of Done able to switch from player-controlled to AI-controlled and other way ...
Shared Mode
Expected Output What is Shared Mode here refer to? How to implement Shared Mode Any insight on using Shared Mode Key Solution In Shared Mode, we will start a Game Client that will connect to Game Server in the Photon Cloud. We must not set DisableClientSessi...
Playfab Load Balancing
Key Problem What is the state of Load Balancing fir Fusion if integrated with playfab Expected Output/Definition of Done A sample op game using playfab Load Balancing Key Solution Describe expected output 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...
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,...
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...
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...
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...
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...
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...
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...
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 ...
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 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 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 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 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...