Create ELDEN RING in Unity ► EP. 22 JUMPING & FALLING (Pt. 3)
In this video we properly sync our jumping movements during multiplayer. This will make our jump look as smooth for other connected clients, as it does for us, the host.
We begin the video by correcting some unintended functionality that previously allowed us to push other characters (Ep. 21).
From there we create some logic that re-syncs our characters save data when unloading as a host and loading into the world again as a client. When loading into the game, the Save Manager will load your character's stats and set up your HP and Stamina based on those stats. However, when loading as a client, your original player object is destroyed, and a new one is made upon connecting as a client, essentially we just re-load your data upon connecting.
Finally, we end by adjusting some unintended behaviour. The "Jump" action plays when loading into the scene. This is because the input is read but does not execute until the world scene is loaded. We remedy this, making it so that any action input attempted during the main menu scene will not execute when loading into the world scene.
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► EPISODE 23
https://youtu.be/QD8oglRGd4k