If you run into an issue where your blocks are invisible you need to install blender and associate .blend files with it. You can see this error on the block brefab in the import log. :)
I'm very much looking forward to seeing how you handle player interaction between each other Especially the caging technique With it I surmise I'll be able to apply the knowledge and complete my small game.im working on from these tutorials It's very good the way your explaining everything step by step What things do Why they do them. How they do them It's teaching me a lot about photon fusion 2 I come from pun 2 so there's a lot in here that I'm familiar with but at the same time there's a lot that Is totally different and the syntax has changed a lot (Obviously) So thank you Tom Please release the next few modules sir I'm stuck adding new things my own way and wonder entirely if there's a more professional way to do them I surmise you'll show me jist how long winded I'm being with my.code when I see the next module.
Thanks for watching, we're glad you're finding the videos helpful! Caging, along with the other combat abilities, will be covered in the fourth video, so unfortunately you'll have to wait a little longer for that. Sorry for the inconvenience!
Should people from outside my network already be able to connect at this point if I've set up port forwarding? I have all of the steps in this video completed, and have successfully joined a session with 3 devices in my house, which of course are also NATed behind my router. However, I have tried for quite a while to get it so a friend can connect and had no luck. I am setting up the lobby as host, I have router set to allow all the default port listed in the documentation. I have tried ports 5055, 5056, 5056, 2700, 27001, 27001, as well as opening them all at once and it fails to work. Additionally, we have each specifically whitelisted the game executable on our firewalls. Any advice on what I may be doing wrong?
You can always connect to a session with Fusion. Even when behind a NAT and when NAT Punch fails Fusion will use the fallback cloud relay to connect. It's hard to tell what exactly went wrong in your specific case without seeing the logs. Most likely your friend connected to a different Fusion region (you can test this by hard coding a region into the PhotonAppSettings).
Great tutorial! Quick question, the teleport function doesn't work for me when called from a Coroutine or within Update(). I'm using a round timer and would like to reset all player positions back to spawn if the timer runs out. Any tips for this?
NetworkTransform.Teleport _should_ also work outside of FixedUpdateNetwork (although you may have to update the Fusion SDK version to the latest one as there was a fix related to this a few months ago).
why so many error ? like: Assets\Photon\Fusion\Runtime\FusionStats.cs(6,9): error CS0246: Assets\Photon\Fusion\Runtime\FusionStatsGraph.cs(5,9): error CS0246:Assets\Photon\Fusion\Runtime\FusionStatsObjectIds.cs(130,10): error CS0538: -----IFusionStatsView is not Interface \ StatsInternal FusionStatsUtilities IFusionStatsView ................is not viad. total 23 errors unity 2022.3.3.34 or 2022.2.19
this line I guess will make may unnecessarily calls : if(gameState == GameState.Playing && !Runner.IsResimulation ) UiManager.Singelton.UpdatLeaderboared(players.OrderByDescending( p=> p.Value.Score).ToArray()); Since It will be run on server, client and proxies ??!!! why should it run on proxies isn't one enough to run on each pro??!!!!
_"why should it run on proxies isn't one enough to run on each pro??!!!!"_ I'm not sure I understand the issue-this code is in the GameLogic class's FixedUpdateNetwork method. There is _only one_ GameLogic instance per host/client, so there are no proxy instances of this class that it could run on. Yes, it makes a call to UpdateLeaderboard every tick which may be considered excessive (as I mentioned in the video), but it is _not_ calling it "on proxies"/multiple times per tick as you appear to have assumed.
Thanks for watching!
Watch Part 3: ua-cam.com/video/Wa0Xw-6JiUc/v-deo.html
Download the Post-Video 1 Project: doc.photonengine.com/fusion/current/tutorials/multi-climb#download-part-1
Download Simple KCC: dev-doc.photonengine.com/fusion/current/addons/simple-kcc#download-addon
Download Advanced KCC: dev-doc.photonengine.com/fusion/current/addons/advanced-kcc/download#download-addon
Tutorial Series Playlist: ua-cam.com/play/PLAkOwsOxpAvriKhkf8LQKB9DPONAfSEya.html
Further Reading:
► Change Detection: dev-doc.photonengine.com/fusion/current/manual/data-transfer/change-detection
► Client Prediction & Resimulation/Reconciliation: doc.photonengine.com/fusion/current/concepts-and-patterns/network-simulation-loop
► Input Smoothing: doc.photonengine.com/fusion/current/addons/advanced-kcc/input-smoothing
If you run into an issue where your blocks are invisible you need to install blender and associate .blend files with it. You can see this error on the block brefab in the import log. :)
Thanks for sharing this solution!
I'm very much looking forward to seeing how you handle player interaction between each other
Especially the caging technique
With it I surmise I'll be able to apply the knowledge and complete my small game.im working on from these tutorials
It's very good the way your explaining everything step by step
What things do
Why they do them.
How they do them
It's teaching me a lot about photon fusion 2
I come from pun 2 so there's a lot in here that I'm familiar with but at the same time there's a lot that Is totally different and the syntax has changed a lot
(Obviously)
So thank you Tom
Please release the next few modules sir
I'm stuck adding new things my own way and wonder entirely if there's a more professional way to do them
I surmise you'll show me jist how long winded I'm being with my.code when I see the next module.
Thanks for watching, we're glad you're finding the videos helpful! Caging, along with the other combat abilities, will be covered in the fourth video, so unfortunately you'll have to wait a little longer for that. Sorry for the inconvenience!
Ah finally
Thanks I'll continue haha ❤❤
Whats a good solution to test faster? Building to test takes a long time.
Should people from outside my network already be able to connect at this point if I've set up port forwarding? I have all of the steps in this video completed, and have successfully joined a session with 3 devices in my house, which of course are also NATed behind my router. However, I have tried for quite a while to get it so a friend can connect and had no luck. I am setting up the lobby as host, I have router set to allow all the default port listed in the documentation. I have tried ports 5055, 5056, 5056, 2700, 27001, 27001, as well as opening them all at once and it fails to work. Additionally, we have each specifically whitelisted the game executable on our firewalls. Any advice on what I may be doing wrong?
You can always connect to a session with Fusion. Even when behind a NAT and when NAT Punch fails Fusion will use the fallback cloud relay to connect. It's hard to tell what exactly went wrong in your specific case without seeing the logs. Most likely your friend connected to a different Fusion region (you can test this by hard coding a region into the PhotonAppSettings).
@@PhotonEngine Thank you very much for the reply! I'm in the Western US and my friends are in the Eastern US, so your theory is likely correct!
great tutorial
Thanks for watching, glad you liked it!
Great work, thanks!
Great tutorial! Quick question, the teleport function doesn't work for me when called from a Coroutine or within Update().
I'm using a round timer and would like to reset all player positions back to spawn if the timer runs out. Any tips for this?
Sorry, I see that it has to be called from the FixedUpdateNetwork(). It's working now.
NetworkTransform.Teleport _should_ also work outside of FixedUpdateNetwork (although you may have to update the Fusion SDK version to the latest one as there was a fix related to this a few months ago).
good tutorial , where is part 3
Part 3 is still being worked on.
You can now watch part 3 here: ua-cam.com/video/Wa0Xw-6JiUc/v-deo.html
the mouse is running well on the host but its stuck or resetting on the client ?!!! although I have written the same code??!!
Ok I fixed the problem.
@@imspikey I have the same problem, how did you solve it ?
why so many error ? like: Assets\Photon\Fusion\Runtime\FusionStats.cs(6,9): error CS0246: Assets\Photon\Fusion\Runtime\FusionStatsGraph.cs(5,9): error CS0246:Assets\Photon\Fusion\Runtime\FusionStatsObjectIds.cs(130,10): error CS0538: -----IFusionStatsView is not Interface \ StatsInternal FusionStatsUtilities IFusionStatsView ................is not viad. total 23 errors unity 2022.3.3.34 or 2022.2.19
this line I guess will make may unnecessarily calls :
if(gameState == GameState.Playing && !Runner.IsResimulation )
UiManager.Singelton.UpdatLeaderboared(players.OrderByDescending(
p=> p.Value.Score).ToArray());
Since It will be run on server, client and proxies ??!!! why should it run on proxies isn't one enough to run on each pro??!!!!
_"why should it run on proxies isn't one enough to run on each pro??!!!!"_
I'm not sure I understand the issue-this code is in the GameLogic class's FixedUpdateNetwork method. There is _only one_ GameLogic instance per host/client, so there are no proxy instances of this class that it could run on.
Yes, it makes a call to UpdateLeaderboard every tick which may be considered excessive (as I mentioned in the video), but it is _not_ calling it "on proxies"/multiple times per tick as you appear to have assumed.