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Requires Unity 4.3.1 or higher.
[backcolor=rgba(255, 255, 255, 0.6)]HOW TO BUILD A CO-OP SPACE SHOOTER
Photon Indie Power Tutorial - Made by Hammer Labs
[backcolor=rgba(255, 255, 255, 0.6)]INTRO SALE: buy today for $10 (instead of $25) and get Tutorial Part 2 for FREE.
This tutorial series [backcolor=rgba(255, 255, 255, 0.6)]contains selected core elements from the full game "Sky Arena". It [backcolor=rgba(255, 255, 255, 0.6)]DOES NOT include ALL source and assets from the full version. You can download to play the full game for free here.
[backcolor=rgba(255, 255, 255, 0.6)]ALL PARTS INCLUDE TUTORIAL VIDEOS + SOURCE CODE + ASSETS.
Photon Unity Networking Free is included in this package.
[backcolor=rgba(255, 255, 255, 0.6)]+ PART 1 CONTENTS (released) +
[backcolor=rgba(255, 255, 255, 0.6)]OnPhotonSerializeView
- learn how to continually synchronize GameObjects between multiple online clients
- Useful for objects like player characters, enemies, moving obstacles etc.
[backcolor=rgba(255, 255, 255, 0.6)]RPCs
- How to synchronize one-off events that happen at a specific time
- This handles events like shooting lasers or picking up powerups from the scene
[backcolor=rgba(255, 255, 255, 0.6)]SceneObjects
- We show you how Photon differentiates between different types of GameObjects
- Create important objects that down belong to a player like doors, pickups or enemies
[backcolor=rgba(255, 255, 255, 0.6)]+ PART 2 CONTENTS (release planned for June '14) +
[backcolor=rgba(255, 255, 255, 0.6)]Chat
- Using Photon Chat
- Independent of rooms and filtered by channel
[backcolor=rgba(255, 255, 255, 0.6)]Custom Properties
- Can be used for rooms and players
- Used to synchronize data between all clients like player- or team scores
[backcolor=rgba(255, 255, 255, 0.6)]Multiple Maps
- How to sync loading
- Using them in matchmaking
[backcolor=rgba(255, 255, 255, 0.6)]Game Modes
- Capture the Flag
- Free For All Deathmatch
- Team Deathmatch
- Matchmaking with game modes
[backcolor=rgba(255, 255, 255, 0.6)]Lag Compensation
- Fast-forward to catch up for incoming stuff
- Sending input immediately but delaying it locally, etc.
- Using the synced time
- Rewinding the simulation locally to confirm an event at a certain time
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