![]() The beginning of the game does have challenges and objectives to complete, but they're simply present to act as a fun tutorial before setting them free into a world meant to inspire creativity. One of the first things players may notice is that there is no scoring system like those found in the Skate or Tony Hawk’s Pro Skater series. _ inspired by 90s skate culture, Sessions: Skate Sim is purely about the love of skateboarding. HideScreen() and UIConnecting.ShowScreen() are used to issue the state progression. Selection to connect to the Photon Master Server. The Demo Menu does not use any authentication process instead is will just connect to the Photon Cloud which will generate a user id for the client.ĬonnectUsingSettings() will use the mentioned AppSettings enhanced by Region and AppVersion To start Quantum only the inherited class is LoadBalancingClient is required. The QuantumLoadBalancingClient exists only to assign a Nickname more conveniently and to cache the BestRegionSummaryFromStorage (region ping results) to PlayerPrefs. UI development has lot's of flavors and the Singleton there and state machine here are the simplest way and should challenge developers to change the menu flow to their way of creating UI. The one instanance of the connection class QuantumLoadBalancingClient is stored as a static reference in UIMain.Client. var appSettings = PhotonServerSettings.CloneAppSettings() Otherwise there would a risk of saving changes to the asset. Notice that the settings object is copied. Inside the Quantum integration this is usually accessed via a Singleton pattern: which of course can be exchanged with another way of injecting the correct data. To connect to the Photon Cloud the configuration called AppSettings is required. Names listed in the Photon/QuantumDemo/Menu/Resources/PhotonAppVersions.asset will be selectable in the drop down list of the menu.
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