Rernokk / Ricochet

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.
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Simple Early VFX/SFX/Animation Testing #31

Open Rernokk opened 4 years ago

Rernokk commented 4 years ago

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(...).

Rernokk commented 4 years ago

Also look into data propagation for Leaderboard info.