![]() ![]() The first parameter of PhotonNetwork.Instantiate is a string which defines the "prefab" to instantiate. PhotonNetwork.Instantiate("MyPrefabName", new Vector3(0, 0, 0), Quaternion.identity, 0) To create networked GameObjects, use PhotonNetwork.Instantiate instead of Unity's Object.Instantiate.Īny client in a room can call this to create objects which it will control. ![]() This page and the following ones explain how to create, sync. PUN 2 can use a pool to create (and return) them.Įach networked GameObject must have a PhotonView component (and a ViewID) as identifier via the network. PUN provides a convenient way to do just that.Īs usual in Unity, Instantiate and Destroy are used to manage the lifetime of GameObjects. Maybe it's a character, some units or monsters that should be present on all clients inside a room. Most multiplayer games need to create and synchronize some GameObjects.
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