Search Unity

  1. Unity 2019.2 is now released.
    Dismiss Notice

How would you add "Invisiblity"?

Discussion in 'FPS.Sample Game' started by Enzi, Nov 26, 2018.

  1. Enzi

    Enzi

    Joined:
    Jan 28, 2013
    Posts:
    221
    The obvious solution is to stop sending the actual position if someone turns invisible for the other team but the snapshot design makes this complicated.
    Any ideas?
     
  2. Mogens_H

    Mogens_H

    Unity Technologies

    Joined:
    Mar 7, 2017
    Posts:
    20
    Yes - with the current snapshot model it will be difficult to implement by disabling position update from server. Will probably be easier when we get a priority/relevancy system in place - but unless you are concerned about client cheating (e.g. wall hacks) I would stick with a client side solution. You can always just handle it clientside and keep sending position data, add a "visible" flag to character anim state and uses that on client to show/hide. This also allows characters to appear instantly when needed (as data is available)
     
    AggressiveMastery likes this.
  3. Enzi

    Enzi

    Joined:
    Jan 28, 2013
    Posts:
    221
    Thanks for the quick answer!
    Ok, I will stick to the client side implementation for now. Sure, would've been nice to have a "hackfree" implementation but it's also a problem too far off.

    Looking forward to the next commit on Github! Any way of saying how far it's off?
     
  4. petera_unity

    petera_unity

    Unity Technologies

    Joined:
    May 23, 2016
    Posts:
    39
    Close as in "any day now" :)

    peter
     
    AggressiveMastery and Stamp-Enzi like this.
  5. ParityJames

    ParityJames

    Joined:
    Mar 29, 2012
    Posts:
    2
    In general are layers and culling masks the easiest way to implement "invisibility" in this project?