Playmaker and Photon Fusion Tutorial: Network Sync Variables

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  • Опубликовано: 23 дек 2024

Комментарии • 7

  • @chadwicktownsend8982
    @chadwicktownsend8982 8 месяцев назад +1

    You are a freaking LEGEND!!!

  • @H2nry46
    @H2nry46 Год назад +2

    Amazing guy, helped out team a lot and he is an amazing content creator! Extremely under rated. Keep up the good work!

  • @PiNPOiNT2K
    @PiNPOiNT2K Год назад

    I followed along and made the networked variables and applied them to the demo scene player avatar, (when the player spawns i created a random int value). but each client is getting a different value when i make a build + run it in the editor...

  • @belucmb
    @belucmb Год назад

    Thanks a lot! this video was very helpful

  • @Iamjake1000
    @Iamjake1000 Год назад

    So if I am understanding right.. The setup tool reads all the FSM's associated with the gameobject's variables and then creates a new variable that fusion can read (since it doesn't read playmaker variables) and makes it into a variable that the NetworkBehaviour class can read and is checking and changing the variables from the playmaker FSM's every frame? Also it just adds the logic above and under it to send properly? Just trying to understand fully! Would constantly checking every variable for every frame going to cause much of a performance issue?

    • @PhilipHerlitz
      @PhilipHerlitz  Год назад

      Sounds like you understand it. Checking veriables every frame isn't going to hurt your performance. And, unless the variable changes, there is no bandwidth usage over the network.