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Simple Early VFX/SFX/Animation Testing #31

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Rernokk opened this issue May 22, 2020 · 1 comment
Open

Simple Early VFX/SFX/Animation Testing #31

Rernokk opened this issue May 22, 2020 · 1 comment
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@Rernokk
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Rernokk commented May 22, 2020

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(...).

@Rernokk
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Rernokk commented May 23, 2020

Also look into data propagation for Leaderboard info.

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