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The document outlines the installation and familiarization processes for Unity and Unreal Engine, including steps for setting up projects and utilizing various features. It also covers character design, sprite creation, and animation techniques for game development. Additionally, it provides algorithms for implementing character movement and player controls within the game engines.
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Trvtallation of & game vine unihy |
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Conceptualize the thes
1. Installatlon oftinity
Procesat
Step 1: Download Unity Hub website (httns://unity.com/) or (w tvh |
+ Unity Hub is a management too! that all matage Cif
Unity, as well as access tutorials, projects, and assets : chet tad
Step 2: Insiall Unity Hub
+ Open Unity Hub after installation.
© Goto the “Instalis’
+ Clickon the “Add” button to add a new Unity version.
+ Select the version of Unity you want
s Unity an
ion of the GUL in Us
© for
to install from the list of available versions.
Unlock your creativity
ree$$$
Step 3: Create or Sign in to Unity ID
+ Ifyouh r ty1D a
Sy ate one
in the Unity
sone
|
|
|
Siep 4: Activate Unity License (Optionaij;
Unity offers both free and paid licenses. Depending on your needs,
appropriate license.
you may choose the
|
|
|
|Documentation:
wealth of resources, tutorials, and documentation to help you get started
velopment.
jals and resources directly from Unity Hub or from the Unity website.
1Installation of Unreal Engine
acedure:
pf: Install Unreal Engine
1. Access the website athttns://www,unrealengine,com,
2. Register and download the Epic Games Launcher,
Install and start the launcher.
Click the Unreal Engine tab on the left-hand side.
Glick on the Library tab that appears at the top of the screen. |
|
ae
Click the + button next to ENGINE VERSIONS to add a version of Unreal Engine 10 the
Jauncher. You can use the newest version
7. Click the Install button. The launcher will sta
take a Jong time to complete.
ston to start an already installed versie
ine installed on the same machine = you
top right of the launcher
available.
downloading the files needed for
installation and mav'
8. Click the Launeh bi
versions of Unreal Enj
int version. The Launch button at the
tis possible to have multiple
simply set one of them as |
ar will start the
the curre
current version.
sep 2: Creating new project
“After starting up Unreal
he Recent Projects box on the top left is ust
ve left are categories of templates used 10 cre
se templates of the Ca
s and using te
|
Tngine Falitor, the Unreal Project Browse will appear
the other boxes on
|
.4 to open existing projects and
following scree!
fate a new project. Th snshot showsInstallation of Unreal Engine
Procedure:
e at https.//www.unrealengine.com,
Register and download the Epic Games Launcher
Install and start the launcher.
Glick the Unreal Engine tab on the left-hand side.
Click on the Library tab that appears at the top of the screen.
Click the + button next to ENGINE VERSIONS to add a version of Unreal Engine to th
launcher. You can use the newest version available.
7. Glick the Install button. The launcher will start downloading the files needed
installation and may take a long time to complete.
#. Glickthe Launch button to start an already installed version. tis possible to
versions of Unreal Engine installed on the same machine - you simply set one of them
the current version. The Launch button at the top right of the launcher will start
current version,
Access the webs
ares
“After starting up Unreal Engine Editor, the Unreal Project Browser will appear
‘The Recent Projects box on the top left is used to open existing projects and the other boxes on
the left are categories of templates used to create a new project, The following screenshot shows
the templates of the Games ratecory
i
Pa |
|
|Select the Third Person template, choose a location folder, and fill in the Name field for the
: t the Project Defaults mentioned in the previous list and then click
the Create button, After the project loads, the Unreal Engine Level Editor will be displayed, as
Step 3: The Unreal Engine Level Editor
the key panels ofthe Level Editor I
1, Toolbar
2. Viewport
3. Content Browser
4. Outliner
5. Detals I
Step 4: Blueprints Visual Scripting
‘The Toolbar Panel
The Toolbar panel is located at the tap of the Blueprint
buttons for editing Blueprints:
The buttons are described as follows:
‘The Components panel
‘The Components panel shows all the Components that are partof the current Biuep!
ass Editor and contains some essential
4, Famillarization of Unity GUL
Procedure:
| step 1: Scene Vier
J+ TheScene View is where you design
| step 2: Tootbar
J The Toolbar provides quick access to common acti
‘Step 3: Unity Editor Layout
\ build your game world,
and tools4.conceptualize the Theme fora 2D Game
Procedure:
2: Theme: This 2D ombines the chatin of a whimsical bakery with the underwater
Step 3: Story (Optional): You are a friendly seahorse who has opened a unique bakery on the
ocean floor
Step 4: Gameplay:
+ Players collect ingredients by completing mini-games or tasks.
Step S: Art Style
Step 6: Target Audience
+ This game is perfect for casual gamers and families who enjoy relaxing and creative
experiences,
Step 7: Create Art Style and Assets
Step &: iterate ana Kerine
1
|
{
|
I
1
Result:
‘Thus the installation of a game engine, Unity, Unreal Engine, familiarization of the GUL was
Werified and installed successfully,Character Design
aim:
To conceptual sign fora game
Algorithm:
Step: 1 Brainstorm character concepts considering the game's theme, setting, and requ
‘Step: 3 Select one concept and refine it based on feedback and artistic vision.
Create detailed artwork for the finalized character design, including front, side, and back views
Peagrame for game chararter decign: 21 madeling,
+ Autodesk Maya,
3DSM
2 zivush
+ Blender:
+ Makeltuman,
+ Unreal Engine
Autodesk Maya:
= Developed for interactive 3D rendering in video games, animated _ features,
television, and movies, Maya has been used in multiple successful projects, from
Game of Thrones and Spider-Man to Halo and numerous Pixar movies.
‘Zorus!
‘© One of the great alternatives to Autodesk software, it is also widely used for
modeling, texturing, and painting high-resolution 3D video game character models
‘© just ike the previous tools, this software is used for modeling, designing, and
animating 3D characters,
Makehuman:
‘+ Just like Blender, MakeHuman is an open source 3D graphics tool that can help you
create realistic human beines.
Unity:
‘© Unityis game design engine that you can access for free. It presents different ways
to customize game character design and settings, building from predefined elements,
GameMaker Studi
* GameMaker Studio is a game development tool with its own programming system,
. This is a de
version, will present a fully customizable character creator.
a eeResult:
‘Thus the character design using blender verified and executed successfully.x, No: 2b) Character Sprite
Au
0 r ‘ |
Algorithm: |
seep 1:8) acter desig rite frames for various
design
step 3: Animate the sprite frames to create smooth transitions between different actions
step 1 —create a new project mn Scratch. To get started, create a ew project in Scratch.
Step 1: Go to MIT Scratch.
—— >
oo ee
Step 2: Click om Create
q
a Se
Step 3: Choose a Backdrop.
How to use a backdrop in Scratch?
‘To use a backdrop in Scratch, you must follow the following steps:
+ Step 1: Open Scratch and click on the “Choose a Backctrop” option which isin blue color in
the shape of a circle available at the extreme bottom left comer of the Scratch user
interface,
1+ Step 2: Once you click on the blue button, the following options will appear on the screen.
‘You can choose, paint, surprise, and upload a backdrop using these optionsstep 4: To paint a backdrop, click on the second option that says, “Paint
step 5: Te a particular backdrop, cliek on the last option that says, “Upload
ee
How to edit the backdrop in Scratch?
To edit a backdrop in Scratch, the user must follow the following steps:
= °°
ye FaghC of the screen under the
wackarops” box avastable at tne extreStep 5: Write the script tor tne project
Scene Headings
"Stage/Acting Directions
Dialogue Lines
Step 7: Conclusion.
i2.Click on the canva:
s
one drag your mouse th deays
3.Create an outline of the sprite
Step 4 - Fill in the sprite colors using the fill tool. _.
1.Click on the fill tool
2.Select the fill color
3.Click on the object to fill in,
Step 5 -Export the sprite. ;
Right-click on the sprite in the sprite menu.
Z.CiseK export.
a
2 meeboIfwe want to save it as a png file. Click on “Convert to Bitmap" then export.
=a: »
—— Aw
Ss
oureur:
a
Result:
‘Thus the Character sprites using blender verified and executed successfully.Algorithm:
step: To i
on detection with
‘Creating Character Mavement.
* Inside your PlayerCharacter_AB Animation Blueprint, navigate tothe Anim Graph.
= The capt is used to evaluate a final pose forthe skeletal mesh,
+ Right-click on the AnimGraph and from the Actions drop down menu, search for and
select Add New State Machine.
“+ Rename your State Machine node to Locomotion, then double-click the node to open its
and from the Acti
graph, Drag off from the Entry 8 drop down menu, select Adant tab, click and drag your Speed float variable into the Blend
+ From the My Bluepi
c's Speed vertical axis,
variable into the Blend Space’s Direction horizontal axis.+ Connect the Animation Pose output pin to the Animation Pose Result pin of the Output
Animation Pose nod
oe
the Locomotion state machine. then lick and drag the Mavement stave |
te a new Animation state named Crouch Movement.
Double click the Transition rule node to open its Anim Graph,My
eprint Tab, navigate to the variables category and drag your Is
Crauched boolean Can Enter Transition input pin from the Result nade.
Blueprint Tab, navigate to the varlables category and drag
From the My
your Speed and Direction float variables into their respective pins on
the LocomotionCrouch_BS, then connect your LocomotionCrouch.BS An
Result
Pose
Pose your Output Animation
oe poe SRE
rare
«Compile and Save your Animation Blueprint.back to the Locomotion AnimGraph then click and drag off
CrouchMovement Animation state and connect it to the Movement Animation.
Transition rule node to open i's Anim Graph,
‘+ From the My Blueprints tab, click and drag the Is Crauched boolean variable onto the
Anim Graph, select Get Is Crouched, then drag off from its output pin and in the drop
down actions menu search for and select NOT Boolean,
+ Compile and Save,Lenin.
Rename this Animation State to hen doub)
to open its animation graph.
vigate to the Asset trrewser ant searcin for Ju
» Aron Jog, tien drag ie nto
OT
‘+ Finish your Jump Animation State by connecting your Play jump. From Jog Animation
Pose to your Output Animation Pose Result pin,
Paria iad
ndeah eet oe Mareensto the Result node's Can Enter Transit
pin
igate back to the Locomotion Anim Graph, then click and drag off the Jump anim.
node and create a transition to the Movement Anim Graph node.
¢s Anim Graph.
crouched, and Is Jumping Boolean
‘ach of their output pins and from the drop
‘+ From the My Blueprints tab, click and drag Ue Is ©
variable onto the Anim Graph, then drag off
fur and ugleet NOT Booteass,Tao RS =)
———————>>===_—__—=—_
+ Connect both the Is Crouched, and Is Jumping NOT Boolean node output pins into
the AND Boolean node's input pins, th
connect the AND boolean's output pin into
‘he Result node's Can Enter Transition Input pin.
‘© Navigate back to the Locomotion Anim Graph, then click and drag olf the Crouch
node and create a transition to the Jump node.
“s Inside the CrouchMovement to Jump transition rule Anim Graph, navigate to the My
Biuenrint tab. then click and drag vour Is Humaine bool variable onto the Result node's
can Enter Transition input pit
c‘Transition rule node to open it’s Anim
+ Double-click the Jump to Crouch Move
Graph
omy Siwep! 1s Crowetied and Is Jumping #o
onto the Anim Graph,
tab, click and drag
+ Your completed Locomotion AnimGraph will resemble the image below,he Loe
aph and
AnimmGra
alt pin
e Res
it Pose
output
he 0
|
———_—_—_————— SSS
a Save.
Compile an
Te neal
VG
ERING,Ex.No:2d)
Algorithm:
step 1: Map plaver Inputs (es
Step 2: Provide options for cus
Step 3: Implement
2. Blocking
3. Sculpting
STEP 1
in the Content Browser expand the Sources pane] and create a folder called Movies.
In Explorer
Rinne ee
d video) nto 1
2, rag the Si
project on your computer.
3, Inside your project
he new fold
or your
ontrols for the player to interact with the character
keyboard keys, controller buttons) to
mizing controls to accommodate player pre
special abilities or skills for the character, along with corresponding control
6,
lect Show in Explorer.
Playerand
called MediaPlayer and MediaPlayer Video respectively
Uv unwrapping.
Rigging & Sra.
associated MediaMedia Player asset and éisable the Play on Open option,
(Place Aviors caus be ivuunl under Ue Window Lab iis wot wiready euabie!
RINGBlueprint Setup:
Next, we want to set up our initial Blueprint, so later we ean adi funetions to
1. From the Main Toolbar, click the Blueprints button then select Open Level Blueprint.
2, In the Level Blueprint, create a variable called MediaPlayer (ofthe Media Player Object
Reference type) and set it to point to your MediaPlayer asset
© Ge grapiy and use Gpen
Source and Event Begin Play to open your Video File Media Source assetin:
Add an Up keyboard event connected toa Flip Flop and off your Media Player varia
use Play and Pause as shown bel
sses the Uparrow keyboard key, the Media Source will start playing while
sing a second time will pause the video.
Rate with the left key
Zand the right key at 2
This will enable the Player to press the left arrow keyboard key to set the P
Play Rate of the
en in reverse at dave speed asa orward
1
playiacis)
You could add additional Blueprint logic to determine the number of times the Player
presses the rewind or fast-forward keys and increase or decrease the Pl
lay Rate from 2x toSome frames willbe skipped at this rate, while Unthinned means that all frames wil be de
"+ Addis Down keyboard event connected to a Flip Flop, then offs Media Player refer nce,
1 Get Time function cal
lick on the Return Value of theGet Timenode and promatettem
will close the Media Player when pressing the down arrow keyboard key, but store the
the Media Player was stopped,
2, Oif the B pin of the Flip Flop
your Video Media Source,
4. Drag off the Media Player reference and use the Assign On Media Opened tvent
Dispatcher and connect as shown,
the Open Source node and set the Media Sourceto ‘|
1Best:
verified and executed
‘Thus the character control using unreal enGn=!9 blender
successfully.Ty rvs eet ofthe word nto tee slong wt alr a SO
Step 3: Modify and Aad Assets
Step 4: Blueprint ViswalScriptin
level Design,
Step 7: Package and Share.
The Viewport pane]
Viewport pane!
he Visual representation ofa Blueprint and its Components
The Viewport panel has controls similar tothe Level Ea
of, which you ean use to
ule the location, rotation, and scale of the Components,
eee1: Adding Compone
Double-click this B
eprint to open the Blueprine Eaor
ESceen
eas
med Statie Mesh, which has a drop-down input
{lick on the dropdown and select the Static Mesh pre
-operty named SM,Chair. This State
Mesh is part ofthe starter content. The following screenshot shows the selected SM. Chalr:Sm te Level im merce Acerspanet on te ter ccc
Hiscmg Actors m
the Geometry category and select the Box,Pp. h
—§<———
+ When you release the Le j
he Left Mouse Button, the Box is aulded tothe level
—
==
+ tn the Details panel (lower-right window of the editor), with
set Locatian ana Rotation alto 0.
he Bax still selected,
= Wewill ce this as the floor on which the player can wall around
In the Place Actors panel select the Lights tab, then drag-and-drop a Directional
Light into the level on top of the floorthe Level Viewport
+ Inthe Place Actors panel, select the Visual Erfeets ag-and-drop an Atmosphe
elect the Visual Effects tab an
Eaginto the level =i i
© The Atmospheric Fog Actor will add a basic shy to the level and t
illuminated instead of dark.
ndvdrop « Lighimass
1e Volumes tab and drag
+ In the Place Actors panel, select th
Importance Volume into the level+ Click and dra
Importance Volume encapsulates t
inside the Content Browser under Content >
; ht the Scale tao.
he white box in the center o
ofthe Seale Tool so thatthe Lightmass
‘StarterContent > Props, drag-and-drop
Try to place the
selected),
table in the center of the tloor using the Mave Tool (press W i tis not
ye SM_Chalr into the Level
‘Also under Content > StarterContent > Props, drag-and-drop the SM_Chal© Using the placement methods above, create 2 small scene by adding more Actors from
the Modes Pane! and Content Browser.
SS
anda roof (found under
«Try adding some lights, props, Was
the Content > StarterContent > Architecture oldertome sac
Thus the Level design of the world in
objects using unreal engine verified and
(eet
form of tiles aiong with interactive and collectibie
the f
executed successfully.1, Inftialize the Game Environ
3, Define the World
4. Handle User input
7. Update Game State
8. Render the Scene
10. End the Game Loop
Program:
import pygame
from pygeme.tocals import *
pygame.init()
screen = pygame.display.set_mode((800, 600)
pygame.time.Clock()
loci
= 400, 300
play’
player_speed = 5
running = True
for event in pygame.event.get():
if event.type == QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
player_x -= player_speed
if keys[k_RIGHTI:
player_x t= playe®
if keys[K_UP]:
player_y ~~
specd
player_speedcreen.fil((0, 0, 0))
PYEEMe.draw.crcetscreen,
samc.tteptoyaier nT” 255,255, 255), (payer Siete
20)
lock. tick(60)
pygame.quit()
att:
Th teraction between the player and the world, optionally using the
mn
1us the design of int
uted successfully,
Physics engine is written verified and executedInitialize Pyrame
Define Game Objects
1
3 Load Assets
4
10. Display Game Over Screen £
‘Program:
inor pysame
part random
bygame.it(
WIDTH, HEIGHT = 800, 600
Hay set
ode(( WIDTH, HEIGHT))
Screen ~ pyga:
Pygame.display.set_caption("Simple Game")
255, 255, 255)
WHITE
Player_width = 50
player_height = 50
Player_x = WIDTH // 2 - player_width // 2
blayer_y = HEIGHT - player_height - 20
Player_speed = 5
obstacle_width = 50
obstacle_height = 50
chstacle_speed ~ 3
obstacles = []
lock = pygame.time.Clock()Pygame.us
SEREVENT
1e-Set_tim
'er(SPawn_obstacte.
nning = True vent, 1500)
for event in pygame.event
get)
Ifevent.type =
Pygame.quir;
elif event.type
= SPAWN _obstacie_event.
obstacle_x = random.randint(, wipTH -
~obstacle_height
obstactes.append(pygame,
obstacle_height))
obstacle_y
obstacle_width)
Rect(obstacle_x, obstacle y, obstacie_wicth
[keys
Pygame.key.get_pressed()
ikeys[pygame.k_LEFT] and piayer_x > 0;
pleyer_speed
| _ 'tkeyslpyoame.k_RIGHT] and player_x < wipTH = player_width:
player_x += player_speed
|
{
1
obstacle.y += obstacle speed |
it obstacle.y > HEIGHT:
obstacles.remove(obstacle)
player_rect = pygome.Rect(player_x, player_y, player_wiath,player_height) |
for obstacle in obstacles:
if player_rect.colliderect(obstacle):
running = False
sMcwurre) |
Pygame.draw.rect(screen, BLACK, player_rect)
for obstacle in obstacles:
Pygame.display.flip()
clock.tick(60)
Pygame.quit()Result:
Thus the
cessfully.
ny interactive
2p intera
20
sted
aac exe3. Load Assets
4 Spl into Ties,
7. Handle User input
8. Move Tiles.
} 10.Display Win Screen
import pygame
import random.
pigeme.init()
MOTH, HEIGHT = 40, 480
120
IS, COLS = 4, 4
figeme.display.set_caption(“Sliding Puzzle")
WITE = (255, 255, 255)
luck = (0, 0, 0)
ce = pygame.image.load(“puzzie_image.jp3")
te = pygame.transform.scale(image, (WIDTH, HEIGHT))
5 = 0
,
Yinrange(ROWS):
“xin range(cots):
"ect = pygame.Rect(x * TILE_SIZE, Y
mes)
rE,
e-e_size, MES
lie = image.subsurface(rect)tes.append(titey
ufled_tiles = tiles,
gndom-shuffie(shuttie,
1% COLS)
anning = True
wile running:
screen fill( WHITE)
draw_tiles()
pygame.display.fiip()
screen.biit(tile, (x, yy)
'd tiles)
for event in pygame.event, get()
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
clicked_tile = (mouse_x // TILE_SIZE) + (mouse_y // TILE_SIZe) *
coLs
blank _tile
if clicked_tile - 1
nk_tile or clicked_tile + COLS == blank_tie
dicked_tile - COLS == bla!
shuffle
shuffled_tites{blenk tile), she
Pygame.quit()
.d_tilesfclicked_tile],
huffled_tifes.index(None)
blank tile or clicked tile + 1
shuffled_tiles{biank_tile]
ted_tiles{ clic
blank tile orResults ring pyzame 6 write, Vere and executed
jeveiorme”
‘rams the 4
srzie g300°
nt of 2?
Htecessfully-anid User interact
pe development 1 oobi pay
jeri: in mobile
2: Teaching wireframe/prot é
sep? 8 Prototype creation,
sep & Introduce SerPLNE concept, ater ee “
ics transitions) setae
snep 5: Encourage te
usng UnityEngine:
sing UnityEngine.UI;
sublic class MenuController : MonoBehaviour
public GameObject mainMenuPanel;
public GameObject optionsMenuPanel;
// Show the main menu panel and hide other panels
Siuniion teu)
Public void ShowMainMenu()
mainMenuPanel.Setactive(true)i
optionsMenuPanel.SetActive("@lse)iic void ShowOptionsMenycy
® ainMenuPanel SetActive(taise),
add start the game
pedug.Log("Starting the game,.
city, let's foad a new scene f
for the game
Replace “GameScene" with the name of
itvEngine.SceneManagement.SceneManager Loads,
bile void QuitGame()
Debug.Log("Quitting the game...");
Application. Quit();
Your game scene
cene("GameScene”);To develop a 3D muttiptaye
er movement, Navel Engh
sieithm:
gep2: Launch Unreal Engine and create a new py e we
gep 3: Design a simple 3p environment ee
sep : Write code to handle character, sina
permet cOmPONEDE SUCH 5 walking rinsing ys coc
vee = rng and crouching
Header file (.h)
fpragma once
CoreMinimal.h"
#include “GemeFramework/Character.h*
#include “MyCharacter.generated,h"
CASS)
GENERATED_BODY()
// Constructor
AMyCharacter();
Protected
iI Called when the game starts or when spawned
Witual void BeginPlay() override;
bc:
{Called every frame
vir
ual void Tick(f
ut
1/Calied to bind functionality to InPVoid MoveForw,
‘ard (Float Value), i
{
private: =
f Speed TOF character ry
UPROPERTY Eaitanyyy
float Movespeeg
ment
e)
500.F,
Source file (.cpp)
(cpp)
#include "MyCharacter.h»
Sets default values
{11 Set this character to call Tck() every frame
PrimaryActorTick.bCanEverTick =
true;
}
// Called when the game starts or when spawned I
Void AMyCharacter::BeginPlay()
{
Super: :BeginPlay(); |
// Called to bind functionality to input fee oon
Void AMyCharacter::SetupPlayerinputComponent(UInp\
uper::SetupPlayerinputcomponent(Playerinputcomponent)
a ayerInputComponent(Play'
jetupPlay
ton
17 Bind movement functions %9 NPWS
Component-> BindAxis(
Playerinput!
&AMyCharacter
MoveForward);*rINPUtCOmpong,
saMyCharacter
AddMovementinput (Gur
>GetDeltaSeconds()).
Result:To develop a realty
Me mUltipa
famework ai™INg 0 synch,
ltiplaver functionality a,
seep 4: Understand Unity’s Neecoa
drecognize the me
gp 3 Eee ty, Clee |
came Multilayer samples iy eens 7
ap 3 Crete 4 new Gamedbject rere ren 2 bere igi i
Pe en OMEN mie sn eee i
NeoworkManager for automate spayning MS the hye et
aes phe ee aya transom
Sep 6 Test multiplayer functionality across mule |
Ple cients by starting a host server and
necting as clients to observe synchronized player 4
Program:
Sample code for PlaverController script I
sing UnityEngine;
Public class PlayerController : MonoBehaviour
Riyidbody rb;
void Start()
i
rreni rotation
etworkvariable< Quaterions tn be
" =e Network vaistlesetings
etworkVariablePermission, Eve <8 05{WritePermicsion
¥ Everyone));
position. Value
transform.position;
rotation. Value = transform.rotation;