Tutorial: Online multiplayer 🔫 FPS Unity & Photon Fusion EP8 (Syncing networking animations)

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  • Опубликовано: 21 сен 2024

Комментарии • 46

  • @orangesensei5795
    @orangesensei5795 Год назад +3

    Really love this series by far! Your series really help me get used to fusion and implement it on my project!! There are only yours quality fusion tutorial i ever found till now! Thanks so much for such a detailed series!

  • @lilbaby4PF
    @lilbaby4PF Год назад +2

    Quantum console is a great plugin tool, especially for multiplayer so the the Debug.log at runtime

  • @yahdenThe9
    @yahdenThe9 Год назад +1

    Great series, Photon: Fusion is very powerful.

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      Thanks! Glad that you liked it. Yeah, Photon Fusion is great once you get past the initial hurdle of getting started.

  • @NewbNinjas
    @NewbNinjas Год назад +1

    Ahhhhhhh ... FRED ... you're the man!

  • @Rahulsingh-theraha
    @Rahulsingh-theraha Год назад +1

    Just a suggestion for future tutorial, implementing Different game modes ? If possible ,and seriously fusion is more work for everything from host migration to sync animation which was really easy before in pun.

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      I'll add it to the request list. Photon Fusion is more work in Host/Server/Client mode for sure but it also adds a bunch of super important features that makes it possible to create games that PUN could never handle. You can run Photon Fusion is shared mode which makes it very similar to PUN but then you also need to cut out most of the cool features.

  • @muhammadachir1495
    @muhammadachir1495 Год назад +1

    .i'll be waiting for next video for specific character chooser

  • @Jimaniki
    @Jimaniki Год назад +1

    Thanks you !

  • @SudarshanmainGames
    @SudarshanmainGames 4 месяца назад +2

    Can We add Animations on player with use simple Kcc

    • @PrettyFlyGames
      @PrettyFlyGames  4 месяца назад +1

      Sure, it should work in a similar fashion as with a regular character controller.

  • @RichardC28
    @RichardC28 Год назад

    Great series! It has really helped me learn the way fusion works.
    I'm trying to get players to load in a "ready player me" avatar from an URL, however I'm not sure the best way of having the remote players in the game have their avatars show up? I'm thinking something along the lines of having a script run when a remote player spawn event occurs which then checks if each player ID has an avatar loaded or not, but not entirely sure if this is the best way? Has anyone else come across this before?

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      Glad that you liked it!
      You could dynamically fetch the avatar from some URL and then display it in the UI for the player in a lobby or just add it directly in the 3D world. Your idea about the script sounds like a great starting place.

  • @muhammadachir1495
    @muhammadachir1495 Год назад +1

    .mantap

  • @Rabellois
    @Rabellois Год назад

    Hey! I loved all the videos!! Do you know how to change scenes? I'm trying to change, but the network objects aren't being delivered to the new scene :/

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад +1

      Glad that you liked them 🙏
      Scene changes is controlled by the host, so when it changes scenes so will the clients. However objects are destroyed on scene load just like regular Unity so you either need to spawn them again once the new scene loads or you can try to make the persistent with DontDestroyOnLoad but make sure that you destroy them once the client disconnects.

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      I've created a video that shows how to solve this ruclips.net/video/3GBl1FDkC6g/видео.html

  • @檸檬紅茶-b5l
    @檸檬紅茶-b5l Год назад

    Do you know how to switch between flying and walking movement and animations?

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      It isn't really any different from switching between other animations, right?
      You can either implement it as a state or just override the layer with a completely different one.

    • @檸檬紅茶-b5l
      @檸檬紅茶-b5l Год назад

      @@PrettyFlyGames I might not have explained well. My issue is that when my character switches to flight mode, only the animations and the character's movement direction work as expected. However, the vertical ascent and descent that I added doesn't trigger simultaneously. What could be the reason for this?

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      @@檸檬紅茶-b5l hard to say exactly what could cause that. Add debug logs to each case and see what triggers on the client vs host. Feel free to joint our discord where you can get better assistance discord.com/invite/AyYtKXT

  • @izaliyeva338
    @izaliyeva338 Год назад

    Oh God is this example for shared mode?

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      No, this example is for host/client but many of the concepts are similar. This tutorials covers shared mode a bit ruclips.net/video/yrXQSM1cleU/видео.html

  • @刘少雄-b2s
    @刘少雄-b2s Год назад

    Can you show me how to use Photon fusion to sync third person camera characters? I really don't understand.Please!

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      I'll add it to the request list and we'll see if I can make an episode about it later on.

    • @刘少雄-b2s
      @刘少雄-b2s Год назад

      ​@@PrettyFlyGames Thanks!

  • @MsCarored
    @MsCarored 8 месяцев назад

    Hello i'm using Network Mecanim Animator, and my player plays the animations fine, but when I see the others players the animations are stutter or lagging, is there a way to fix this?

    • @PrettyFlyGames
      @PrettyFlyGames  8 месяцев назад

      If you use the example project as is does it work properly then? www.patreon.com/posts/tutorial-online-75883297

    • @MsCarored
      @MsCarored 8 месяцев назад +1

      @@PrettyFlyGames thank you I was missing some things in my project like the movement wasn't inside the FixedUpdateNetwork. Also the script that was handle the movement was a MonoBehaviour and not a NetworkTransform. With those changes the characters move is smooth :)

    • @PrettyFlyGames
      @PrettyFlyGames  8 месяцев назад +1

      Awesome to hear that@@MsCarored

  • @LemmeSnazsh
    @LemmeSnazsh Год назад

    I have an issue where only the server is synchronizing its animation, all the client can see the server's animation, but none of the client can see other clients animation (not even the server can see client's animation).
    Is it something that happened to you as well ? I cannot figure what's wrong :(

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      Hi!
      No, that is not something I've seen before. Have you tried the example project and see how that works for you? www.patreon.com/posts/tutorial-online-75883297

  • @animationandotherstuff2398
    @animationandotherstuff2398 Год назад

    Would it be possible to use server auth with this? Like putting it on playfab?

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      Sure! Most of the Host/Client mode should translate directly into Server/Client mode.

  • @granitdemaku6334
    @granitdemaku6334 Год назад

    Hello, i wanna send jump animations over the network how can i do it

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      You would do that just like the other animations covered in this tutorial. The client sends the jump input to the host/server which then triggers the jump and plays the jump animation which is then synchronized to all clients.

  • @nabilabenhssein9175
    @nabilabenhssein9175 Год назад

    Hey how to make kill counts and death-matches?

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      Hey!
      Just keep count of them on the host/server side and then share that information with a networked variable. Then each client will be able to see how many kills other have.

  • @muhammadachir1495
    @muhammadachir1495 Год назад

    .your font is too small

    • @PrettyFlyGames
      @PrettyFlyGames  Год назад

      Do you mean in Visual studio or the game? You can download the source here if you need to see the code www.patreon.com/prettyflygames?filters[tag]=Photon%20Fusion