Game State - Photon Quantum Multiplayer Tutorial Unity EP3 🔀

Поделиться
HTML-код
  • Опубликовано: 10 ноя 2024

Комментарии • 14

  • @dinobii
    @dinobii 7 месяцев назад +1

    Thanks for making these. Super helpful!

    • @PrettyFlyGames
      @PrettyFlyGames  7 месяцев назад

      Awesome, glad that you found it useful 🙏

  • @Qwerty-yf3wj
    @Qwerty-yf3wj Месяц назад

    Thanks for this tutorial. How can I do Game Over in GameSessionStateSystem?

    • @PrettyFlyGames
      @PrettyFlyGames  Месяц назад

      The video already contains this, check towards the end ruclips.net/video/VdxLFF0uEcg/видео.html

    • @Qwerty-yf3wj
      @Qwerty-yf3wj Месяц назад

      @@PrettyFlyGames Can I use the system you created for this: the countdown will not count as soon as the room is entered. If one character triggers that object, the countdown for everyone will begin and the game will begin.

  • @kantagara
    @kantagara 9 месяцев назад +1

    Why having a singleton component, when you can just use f.Global and make the struct? And in Simulation config you define the timeout?

    • @PrettyFlyGames
      @PrettyFlyGames  9 месяцев назад +1

      Many Unity games use a Game Manager or similar which is usually a singleton. So I felt like it would be the easiest for someone coming from Unity to grasph. But sure if you feel like f.Global is better then by all means use that.

    • @erickpassos
      @erickpassos 9 месяцев назад +2

      @@PrettyFlyGamesHi, Quantum lead developer here. Thanks a lot for creating these tutorials.
      You are right about singletons, it’s a matter or choice between that and adding a struct to globals. Singletons feel a bit cleaner imho.
      If you have any questions, feel free to tag me here.

    • @BeerfootBandit
      @BeerfootBandit 9 месяцев назад +1

      @@erickpassos Hi, Quantum is a great engine and i'm trying to learn it. I've been using my object pooling system in unity for years, my question is can I simply remove components or disable entities then re-enable them when needed in Quantum? I looked at the EntityView pooling in the manual and can't seem to wrap my head around it

    • @erickpassos
      @erickpassos 9 месяцев назад +1

      Hi@@BeerfootBandit ,
      There are two different aspects of what you are asking:
      1st: creating/destryoing entities, or adding and removing components in them (in our Sparse Set ECS) are all O(1) operations, and they do NOT incur into any GC allocation (entities and components are kept in our custom allocators, native memory, not .net GC stuff).
      2nd: IF entities you create/destroy ALSO have an EntityView (the optional unity game object that represents its visuals), it also makes sense to maintain a Pool for these, so you also do not incur into GC allocs with Unity Instantitate() method. For Quantum 2.1, the best way to do this is to extend EntityViewUpdater, create an object pool yourself (there are many tutorials not related to quantum about this) and use it to fulfill the Create/Return EntityView overridable methods.
      Quantum 3.0 will come with an optional built-in EntityView pool btw.

    • @BeerfootBandit
      @BeerfootBandit 9 месяцев назад

      @@erickpassos Thanks for the rapid response, I understand it more now. Cheers!

  • @hoanthanhnguyen9849
    @hoanthanhnguyen9849 8 месяцев назад

    how can i implement gameState local, if All gamestate local is gameover then end game ?