PUN Classic (v1)、PUN 2、Boltはメンテナンスモードとなっております。Unity2022についてはPUN 2でサポートいたしますが、新機能が追加されることはありません。お客様のPUNプロジェクトおよびBoltプロジェクトが停止することはなく、将来にわたってパフォーマンス性能が落ちることはありません。 今後の新しいプロジェクトについては、Photon FusionまたはQuantumへ切り替えていただくようよろしくお願いいたします。

Alternative SimulateController / ExecuteCommand

"Abuse" The Executecommand In Bolt

Usually you use ExecuteCommand() & SimulateController() to do the type of authoritative client-side predicted movement that say an FPS or TPS would but you can use it like that, basically ignoring the "resetState" and just have that as a target to "get to".

    public override void SimulateController() {
    IMyVehicleCommandInput input = MyVehicleCommand.Create();

    input.Throttle = ...
    input.Gear = ...
    input.Blah = ...;

    entity.QueueInput(input);

    }

    MyVehicleCommand serverResult;

    public override void ExecuteCommand(Bolt.Command command, bool resetState) {
        MyVehicleCommand cmd = (MyVehicleCommand)command;

        // resetState means we got a state update from the server, this will only be true on the client
        if (resetState) {
            serverResult = cmd;
        }

        if (command.IsFirstExecution) {
                // and because resetState is only true on the client, this will not be called on host
                // also only be true on the client
        if (serverResult != null) {
            // if we have a server result, this is the last "verified" 
            // result from the server, the data will be available in 
            // cmd.Result and is specified by you on the Command asset.
            // this is your lerp target
        }


            // perform movement logic for player, this code execute on both client (controlling) and server
    }
}

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