Physics in Photon Fusion refers to the physics system integrated into this popular networking engine, designed for developing multiplayer games. This system synchronizes movement, interactions, and other physical elements in a networked environment, ensuring all players’ devices display consistent outcomes.
Photon Fusion’s physics system plays a crucial role in creating smooth and realistic multiplayer experiences, bridging the gap between client and server states with advanced synchronization methods.
Key Components of Physics in Photon Fusion
Prediction:
Predicts physical states on the client side using local data when server data is unavailable, reducing latency and ensuring smoother gameplay.
Reconciliation:
Updates the physical state to match the server upon receiving server data, minimizing errors caused by discrepancies between predicted and actual states.
Interpolation:
Smoothens transitions between frames received from the server during network delays, eliminating stuttering.
RigidBody Simulation:
Integrates with physics engines like Unity Physics or NVIDIA PhysX to simulate rigid bodies such as vehicles, characters, or objects.
Syncing Objects:
Synchronizes parameters such as position, velocity, force, and rotation of objects across all players.
Physics Modes:
Supports Networked Physics (synchronized across the network) and Local Physics (localized to individual clients).
Deterministic Physics:
Ensures identical physical outcomes across clients using consistent algorithms.
Applications of Physics in Photon Fusion
Player Interactions:
Synchronizes in-game interactions like collisions and object throws between players.
Latency and Lag Reduction:
Minimizes lag for smoother multiplayer experiences.
Realism in Gameplay:
Enhances game immersion with realistic physics simulations.
Best Practices for Integrating Photon Physics
Runner Configuration:
Attach RunnerSimulatePhysics3D or RunnerSimulatePhysics2D to the Network Runner in Unity. Choose the 3D or 2D version based on your project requirements.
Tick Adjustment:
Use the Render Time Frame property to transition smoothly between local and remote ticks, ensuring seamless physics rendering.
Object Grabbing System:
Implement a GrabInfo struct to synchronize grabbing mechanics across the network. This struct should include details like object position, object ID, and grab status.
Collision Control with Physics Layers:
Use physics layers to manage collisions between networked and local objects.
Optimize Network Sync:
Leverage Interpolation and Extrapolation effectively. Monitor Network Latency and enable Fusion Debug Mode to verify real-time synchronization of physics objects.
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