Network Object Pool question
Answers
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Hi, not sure if i understood, could you please explain more your problem?
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Isaac Augusto
Photon Fusion Team
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That is, I created a bullet. After calling the despawn method, it will be directly hidden under the NetworkRunner node instead of being destroyed. I guess whether the object pool technology is used. So is it the same as the INetworkPool function?
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I'm sorry, i still don't quite understood.
If you're using a
NetworkObjectPool
, theReleaseInstance
behaviour of theINetworkObjectPool
will be called when you despawn that object. If your Object Pool disables it and set the runner as the parent, then that's expected behaviour.-----
Isaac Augusto
Photon Fusion Team
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This question is an exploratory question, just raised for discussion. My other question is very serious, I have asked it many times and no one has answered it.
In the official example Fusion-Tanknarok, if I move a tank to ram another tank, the tank jumps up, the tank's movement component uses the NetworkCharacterControllerPrototype. Because our game has a jumping feature, this issue seriously affects the gameplay. More detailed description below:
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