This is a networked project using Photon PUN to facilitate lobby-based gameplay for multiple players. Players fire projectiles that ricochet off walls in an attempt to be the last ones standing.
This doesn't have to be anything terribly complex - it just needs to function primarily as a proof of concept, and as a way to identify what the process needs to be to implement and propagate animation/vfx/sfx data across the network appropriatley. Some test cases have been provided below:
SFX: Trigger sound on player shot, sound on projectile impact, sound on projectile detonate.
VFX: Particle flash on player shot, light flash on projectile bounce, particle cloud on particle detonate.
Animations: Build some simple abstract model with a basic rig and different materials to ease differentiation, animate it with basic rotation, scaling, and translation actions.
I suspect that the animation will be the only odd workflow here, but it should require adding a Photon View Animation component to the Photon View on the animated object, and that should be it. SFX/VFX seem like they should likely be the same, assuming the scene has an audio manager and each game object has their VFX spawned with them as a child where appropriate, or spawned with Photon.Instantiate(...).
This doesn't have to be anything terribly complex - it just needs to function primarily as a proof of concept, and as a way to identify what the process needs to be to implement and propagate animation/vfx/sfx data across the network appropriatley. Some test cases have been provided below:
I suspect that the animation will be the only odd workflow here, but it should require adding a Photon View Animation component to the Photon View on the animated object, and that should be it. SFX/VFX seem like they should likely be the same, assuming the scene has an audio manager and each game object has their VFX spawned with them as a child where appropriate, or spawned with Photon.Instantiate(...).