This document is about: FUSION 2
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Fusion Golf

Level 4

Overview

The Fusion Golf sample demonstrates an approach on how to create an arcade golf racing game with a focus on physics, using a server authoritative, client predicted model. It features a session browser as well as direct connecting via room codes. Hosts can modify various game settings such as max time per hole, max shots, whether or not players will collide with one another, and if the session is visible in the session browser. The sample has an 18 hole course with various physics-driven objects such as cannons, spinners, boost tunnels, and elevator platforms. Fusion Golf was originally created using Fusion 1.0; however, it has been ported to Fusion 2.0, but preserves a majority of the functionality of the Fusion 1.0 version.

Before You Start

To run the sample, first create a Fusion AppId in the PhotonEngine Dashboard and paste it into the App Id Fusion field in Real Time Settings (reachable from the Fusion menu). Then load the Menu scene in the Scenes folder and press Play.

Download

Version Release Date Download
2.0.0 Mar 10, 2024 Fusion Golf 2.0.0 Build 446

Highlights

  • Full networked game state system (pre-game, intro, play, outro, and post-game)
  • Spectating other players
  • Customizable game settings (collision, number of holes, max shots, max time)
  • Synchronized state of objects in the world
  • Lobby Browser (and the ability to make rooms private)
  • Physics focused objects (cannons, spinners, elevator platforms, boost tunnels)
  • Customizable player visuals (RGB Sliders)
  • Region settings, nickname setting, graphics options

Project

Folder Structure

The main Scripts folder /Scripts has a subfolder Networking which contains scripts whose primary function is interfacing with Fusion. Notable scripts:

PlayerRegistry

The PlayerRegistry stores a reference to each player in the room, and provides utility methods for counting, selecting, and performing actions on one or many players. The default behavior of the utility functions is to ignore players who are spectators, but will operate on the full collection of players if the includeSpectators parameter is true.

Spectators

Spectators are players who have explicitly chosen to watch rather than participate in the game. A spectator's PlayerObject will never have a Controller assigned.

GameState

The flow and behaviour of the game logic is controlled by the GameState NetworkBehaviour. GameState defines an enum of the phases of the game, which the networked StateMachine property uses as its states. StateMachine<T> defines a StateHooks class with 3 fields: onEnter, onExit, and onUpdate. When using the StateMachine class, each enum state may have StateHooks defining what happens upon entering, exiting, and while actively staying in the state.

Getting Into a Game

Users can host or join a session using either the session browser or directly via the session code. Entering a session code is optional if the user chooses to host, as it will be generated automatically if left blank. Once in a session, the code will be displayed at the top of the screen.

The session code is accessed via: runner.SessionInfo.Name

Region Selection

Before choosing to host or join, users are presented with a dropdown to select which Photon Cloud region to use. The dropdown options have been selected as per the Regions Documentation.

Matchmaker

Hosting, joining, and the session browser are all handled by the Matchmaker class. It serves as a wrapper for the NetworkRunner.StartGame method and, in the event of a connection error, forwards the error to the DisconnectUI to be displayed to the user.

Handling Input

Input is polled by PlayerInputBehaviour.cs into the custom INetworkInput struct PlayerInput. Input in this sample consists of only clicking and moving the mouse. PlayerInput is relatively simple, and contains only 3 fields:

  • isDragging - whether the player is holding down their mouse button
  • dragDelta - how much the player's mouse has been dragged downward
  • yaw - the Angle in which the player is facing This data is processed by the Putter player script and facilitates, in addition to putting the ball, both the local player and spectators seeing the appropriate UI.

The Player

Players are handled in 2 parts:

  • PlayerObject - contains the PlayerRef value this object is associated with, a reference to the player's controller (Putter), index in the room, nickname, selected color, and gameplay data relating to score
  • Putter - responsible for responding to input for physics and UI

Migration Notes

As previously mentioned, Fusion Golf was ported to Fusion 2.0 from Fusion 1.0. You can read more about migrating from Fusion 1.0 to Fusion 2.0 here. The following are some of the changes made during that porting process.

  • Physics: Fusion 2.0 uses a separate add-on for physics. Once imported, the NetworkRunner used in the game now requires the RunnerSimulatePhysics3D components. Because this game relies heavily on physics simulation, it's important to note this component's Client Physics Simulation property should be set to "Simulate Always" as illustrated:
settings for runner simulate physics 3d.
Settings for Runner Simulate Physics 3D.

Additionally, any NetworkRigidbody component should be replaced with NetworkRigidbody3D. The Sync Parent parameter should be set to false in this sample as pictured:

settings for most networkrigidbody3d components in this sample.
Settings for most NetworkRigidbody3D Components in this sample.
  • Scripts & Prototyping: The following folder, Assets/Fusion/Scripts, which is present in Fusion 1.0 and contains various tools for prototyping such as PlayerSpawnerPrototype, no longer exists in Fusion 2.0. While the numerous scripts in this directory can be upgraded, many of them were redundant, overly complicated, and/or unnecessary, so these items were removed from this sample. The only new class that needed to be created was PlayerSpawner, a SimulationBehaviour attached to the main NetworkRunner prefab that handles spawning a NetworkObject when a player joins and despawning when one leaves:

C#

public class PlayerSpawner : SimulationBehaviour, IPlayerJoined, IPlayerLeft
{
    public NetworkObject playerObject;

    public void PlayerJoined(PlayerRef player)
    {
        // In a ClientServer topology, only the server can spawn players.
        if (Runner.Topology == Topologies.ClientServer)
        {
            if (Runner.CanSpawn)
            {
                Runner.Spawn(playerObject, inputAuthority: player);
            }
        }
        // In a shared topology, every player can spawn, however, we only want the local player to spawn their own player
        else if (Runner.LocalPlayer == player)
        {
            Runner.Spawn(playerObject, inputAuthority: player);
        }
    }

    public void PlayerLeft(PlayerRef player)
    {
        bool canDespawn = (Runner.Topology == Topologies.ClientServer && Runner.IsServer) || 
            (Runner.Topology == Topologies.Shared && Runner.IsSharedModeMasterClient);

        if (canDespawn)
        {
            PlayerObject leavingPlayer = PlayerRegistry.GetPlayer(player);
            Runner.Despawn(leavingPlayer.Object);
        }
    }
}
  • FixedUpdateNetwork: In Fusion 2.0, FixedUpdateNetwork does not run on proxies. This can cause some strange behaviours to occur when porting. For example, in this sample, GameState had some issues where it was only executing state transitions on the host. The following line was added near the end of its Spawned method:

C#

...
// Ensures that FixedUpdateNetwork is called for all proxies.
Runner.SetIsSimulated(Object, true);
...
  • Spawning: In Fusion 1.0, if players try to call Runner.Spawn but they do not have authority to do so -- such as a client in a game that uses ClientServer topology -- the spawning will silently fail. In Fusion 2.0, trying to spawn objects when the client is unable to, will cause an exception to be thrown and can cause various problems. In this sample, before calling Runner.Spawn, a check is done using Runner.CanSpawn beforehand to prevent this error.

3rd Party Assets

The Golf Sample includes several assets provided courtesy of their respective creators. The full packages can be acquired for your own projects at their respective site:

IMPORTANT: To use them in a commercial project, it is required to purchase a license from the respective creators.

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