This document is about: QUANTUM 1
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Gotchas

  • Quantum only destroys entities in the next frame.
    So if you called f.DestroyCharacter(character), it will still be available in the next frame.
  • Quantum emits events in Unity in reversed order unless you set QUANTUM_FLIP_EVENT_ORDER scripting define symbol (the define needs to go into the quantum_system project since Quantum 1.2.2).
    That means that if simulation emitted A, B and C, without QUANTUM_FLIP_EVENT_ORDER it would fire C, B, A in Unity while with QUANTUM_FLIP_EVENT_ORDER it would be A, B, C.
  • Connection flags are still broken as of 1.2.0: flags for player 0 always return 0.
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