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UFPS Photon Multiplayer Starter Kit 04/Jun/2018 Price: Asset Store Marketplace Unreal Unity Manufactured by: Opsive (UFPS) 1.0.2 Product ID: 8579 20 2 95 95 5 1

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UFPS Photon Multiplayer Starter Kit(exclu)

uploaded by Anon_1453 , Last change: 04-06-2018
Published: 19 Jul 2017, Publisher: Opsive (UFPS)
Price: $20.00 USD - Size: 87.42 MB

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Product description

Minimum Unity Version Required: 5.2.3f1 | Asset Published Date: 19 Jul 2017 | Price: $20.00.
Publisher: Opsive (UFPS).
DescriptionRequires UFPS : Ultimate FPS
Includes Photon PUN Free (stripped).


FEATURES              FAQ


• Difficulty level: Advanced

• Requires C# scripting skills.

• Please read the disclaimers at bottom before buying.

What is this?

An add-on for UFPS to hook your game up with the Photon Cloud.
A framework of wrapper scripts allowing you to get started on a game without worrying about compatibility between UFPS and Photon Unity Networking, with lots of gameplay fundamentals already taken care of.
Use it for learning, for cloud-based multiplayer games, or just as a bag of tricks for implementing your own multiplayer solution.

Authoritative Master Client and distributed game logic.
Damage, death, score, inventory, pickups, player states and bullet paths are authoritative

Master Client handover during game (if master leaves, the game keeps running and another player becomes master)

• Simple prediction and interpolation of player position

Damage and score tracking for bullets, explosion splash damage and kill zones (who set off the chain explosion gets the frag)

Crash popup for standalone & webplayer builds.
Alerts you at first sign of unstable execution

Demo features
• Implementation of classic, old-school Team Deathmatch gameplay

• Unlimited teams with their own player body models, spawnpoints, names and colors

• Scoreboard for Deathmatch and Team Deathmatch

• Team-colored player nametags that fade out behind obstacles

• Match logic with time limit

• An awesome deathmatch level, Helipad Escape, courtesy of the ProBuilder team

• Simple Robber and SWAT prototype characters

• A very simple chat :)

Base UFPS features supported (so far):

• Camera, controls & player body / animation system

• UFPS player events triggered over the network (crouching, running, sliding, aiming, etc.)

• Projectile weapons with FX (muzzleflashes, shell casings, impact effects & decals)

• Hand grenades and explosions with cover detection

• Damage types and tracking

• Pain hud with directional damage arrows

• Melee combat

• Spawnpoints

• Kill zones

• Ragdolls

• Inventory and pickups

• Rigidbody physics

• Moving platforms

• Triggers and switches

• Falling damage

• Prop destruction

• Ladders


•This is not a complete game template.
It is intended as a bridge between Photon PUN and UFPS only, with simple gameplay examples.
• Requires C# scripting skills.
To add custom gameplay you will need a decent understanding of Unity, C#, UFPS and Photon concepts
You can add a (short) comment to this game asset and send it to approval (you can edit it later on)

Write a good review that gets approved will adds 500MB download credits + 5 credit file + 1 exclusive credit + 5 points to your score to your account!

Easy way to get your FPS multiplayer. by Anon_1096Vote
I`m using this on production for my game, will be used until we find a better solution for multiplayer.\r Of course you need some knowledge about multiplayer and UFPS itselft that has some learning curve, although there`s a lot of information that you can find on documentation and the authors page/forum. \r \r For me it has some downsides, mainly is that it relies on Photon servers, which tie you to CCU, this is not the best scenario on a production game , but maybe will work for your project. (Game like Verdun uses exit games photon ) so later will be changed in my case.\r Also good to remember that this is a peer-to-peer solution, so is not perfect as a client-server (authoritative) architeture like the most AAA multiplayer FPS, for example BF1, BF3,etc. Your game is more exposed to cheaters since a master player are hosting the game and trading information with all others players on the same room.\r \r Lets talk about the tickrate! All the Photon servers use only 20hz, this way to low for a production project. It works but is not the best experience that you can delivery to players. For example Battlefield 4 has a 30hz tickrate on consoles and on pc can vary from 60hz to 144hz depending on server you are playing in.\r \r So it worth? Yes, used it to learn and even for a production game, but stay aware of this limitations before you jump in your next multiplayer FPS ;)\r \r TL;DR;\r Pros:\r - Easy to get your multiplayer FPS running\r - Plenty of docs and forum support\r \r Cons:\r - Peer-to-peer (Non-authoritative)\r - Concurrent users (20 ccu free, more you need to pay)\r - Only 20hz tick rate (To low for fast-paced shooters)\r
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