Ok, photonView.IsMine will be true if the instance is controlled by the 'client' application, meaning this instance represents the physical person playing on this computer within this application. In the Update() call, insert at the very beginning if (photonView.IsMine = false & PhotonNetwork.IsConnected = true) Turn the PlayerAnimatorManager class from a MonoBehaviour to a MonoBehaviourPun which conveniently exposes the PhotonView component. In its current form, this script doesn't know about this distinction, let's implement this. Let's edit the PlayerAnimatorManager script we created earlier. How can we enable input on one instance and not on others and how to know which one is the right one? So the first hurdle with this in mind is "Input Management". While this mode is smoother, it also sends more data to achieve this effect.Ī critical aspect of user control over the network is that the same prefab will be instantiated for all players, but only one of them represents the user actually playing in front of the computer,Īll other instances represents other users, playing on other computers. The receiving client then applies the values in sequence to retain smooth transitions. When OnPhotonSerializeView is called (10 times per second by default), the values recorded since the last call are sent together. The receiving clients pass the value on to their local Animator.Ĭontinuous synchronization means that the PhotonAnimatorView runs every frame. In our case since we are not using the Hi parameter, we'll disable it and save traffic.ĭiscrete synchronization means that a value gets sent 10 times a second (in OnPhotonSerializeView) by default.
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