If (Input.GetKey(Ke圜ode.Hello, I have a problem, I made a server and a client with login and password, so far everything works, but for some reason, when I change the scene, after instantiating the player, if I call networkview. We implement SimulateOwner in the same way we did with Attached and add the movement code inside of it. way of doing things, but Bolt provides another method we can use called SimulateOwner. We're going to add some very simple movement code to our CubeBehaviour, we could use just the normal Unity void Update(). State.SetTransforms(state.CubeTransform, transform) The complete sample should now look like this. SetTransforms - Here we tell Bolt to use the transform of the current game object where the CubeBehaviour script is attached to and replicate it over the network.Here we access the CubeTransform property we defined in the state in the Bolt Assets and Bolt Editor windows transform - The transform of the GameObject.This part accesses the state of the entity, which is ICubeState Inside the Attached method we are going to add a single line of code: state.SetTransforms(state.CubeTransform, transform), lets break it down: version to methods and not the way Unity does it. Important: Like the SceneLoadLocalDone method from Bolt 101 we use the public override. then if it doesn't arrive you start predicting at the same rate. 300/60 fps 5 frames to smooth before the next packet should arrive. If the packet took 300 ms to be delivered, then smooth over 300 ms. Our ball will detect when it hits the trigger zone on the player paddle, and reverse direction. For smoothing you want the time in the packet itself to compare the previous packet time to the current packet time. Check the Is Trigger box on the collider. Name it Paddle and set the Tag to Player. We are going to implement a specific Bolt method called Attached, you can consider it as the equivalent of the Start method which exists in Unity, but it's called after the game object has been setup inside Bolt and exists on the network. First, create a cube (by navigating to GameObject Create Other Cube) and scale it to 1 x 1 x 4. The class we inherit from, which is defined as Bolt.EntityBehaviour in the Bolt source code, takes the type of the state we want to use as it's generic parameter, this just tells Bolt the type of the state we want to access inside our CubeBehaviour script.Īs with the Bolt.GlobalEventListener class from Bolt 101, the Bolt.EntityBehaviour class inherits from MonoBehaviour and you can use all normal Unity methods here too. This gives you easy and statically typed access to all properties of your states. ICubeState is a C# interface created by Bolt automatically when you run Bolt/Compile Assembly, that exposes all of the properties you have defined on the state. Public class CubeBehaviour : Bolt.EntityBehaviourīefore we go into adding any code inside CubeBehaviour let's look at what exactly Bolt.EntityBehaviour does. Remove the default Unity methods and have the class inherit from Bolt.EntityBehaviour instead of the normal MonoBehaviour. Start by creating a script called CubeBehaviour in the Tutorial/Scripts folder and open it up in your text editor of choice. Now it's time to use the property and introduce ourselves to coding Bolt entities. When we created our Cube prefab, and the state CubeState for it, we've added a property called CubeTransform. In this part we will look at how we go about replicating (serializing) properties over the network. In Bolt 101 and Bolt 102 we learned the basics of getting Bolt running, how get some properties and game objects replicating over the network. Of course all your PUN & Bolt projects will continue to work and run with the known performance in the future.įor any upcoming or new projects: please switch to Photon Fusion or Quantum. We will support Unity 2022 with PUN 2, but no new features will be added. PUN Classic (v1), PUN 2 and Bolt are in maintenance mode.
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