Physics Export Module – Importing our Colliders

In this video we finish the work we’ve started by importing our colliders so that we can use them in our online game. Once this is done, we have working physics and working colliders for cubes, spheres, capsules, terrain, and meshes from Unity3d into Photon. Read the rest…

Physics Export Module – Prepping the Server

In this video we set up our Background Thread to be ready to accept the new colliders. We make a new table to hold each of our region servers as well as which collider file it if supposed to use. Read the rest…

Physics Export Module – Exporting our Colliders

In this video we flesh out the actual export and explain why and how we export each piece for when we get to the Bullet Physics code on the server side. Read the rest…

Physics Export Module – Prepping Unity3d

In this video we get Unity3d setup and ready to go with our editor code and some new files in Complex Server Common. We get all the way to the point where we are ready to actually build our serialized files. Read the rest…

Physics Module – Movement!

In this video we get working movement! We handle the PlayerMovement object on the server and push it to our physics engine where it moves our character around! With this we are finished with our Physics Module. There will be a later module on movement smoothing, but for now we are going to turn our attention toward Stats and NPCs. Read the rest…

In this video we tackle the code to get our MovementController done. After we are sending our player data to the server, we create the code that will go into our User prefab to handle player movement as keys are being pressed. This gets us where we need to be with the client code and prepares us to move over to the server code where we will wrap up the physics module. Read the rest…

In this video we take a look at handling the DeleteObject message coming from the server when a player leaves the user’s KnownObjectList. This occurs any time a player logs off or moves out of range. We then turn our attention toward movement. We begin by building a helper class, initially called Player and later renamed to User. This class will help us keep track of what kind of movement the user is attempting to make, whether its walking, ducking, running, strafing. After that we flesh out the basics of our MovementController which is just an extension of the partial InGameController we already have created. Read the rest…