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!
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.
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.
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?
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.
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 :/
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.
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.
@@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?
@@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
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
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 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 :)
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 :(
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
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.
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.
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
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!
Great to hear 🙏
Quantum console is a great plugin tool, especially for multiplayer so the the Debug.log at runtime
Thanks for sharing 🙏
Great series, Photon: Fusion is very powerful.
Thanks! Glad that you liked it. Yeah, Photon Fusion is great once you get past the initial hurdle of getting started.
Ahhhhhhh ... FRED ... you're the man!
Thanks 🙏
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.
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.
.i'll be waiting for next video for specific character chooser
Will be working on that soon
Thanks you !
You are welcome!
Can We add Animations on player with use simple Kcc
Sure, it should work in a similar fashion as with a regular character controller.
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?
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.
.mantap
Hehe
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 :/
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.
I've created a video that shows how to solve this ruclips.net/video/3GBl1FDkC6g/видео.html
Do you know how to switch between flying and walking movement and animations?
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.
@@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?
@@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
Oh God is this example for shared mode?
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
Can you show me how to use Photon fusion to sync third person camera characters? I really don't understand.Please!
I'll add it to the request list and we'll see if I can make an episode about it later on.
@@PrettyFlyGames Thanks!
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?
If you use the example project as is does it work properly then? www.patreon.com/posts/tutorial-online-75883297
@@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 :)
Awesome to hear that@@MsCarored
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 :(
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
Would it be possible to use server auth with this? Like putting it on playfab?
Sure! Most of the Host/Client mode should translate directly into Server/Client mode.
Hello, i wanna send jump animations over the network how can i do it
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.
Hey how to make kill counts and death-matches?
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.
.your font is too small
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