Kinetix Documentation
Website
  • 🖐️Welcome
  • 🕺About Kinetix
  • 🖌️User-Generated Emote
    • 🤖Video-to-animation AI
    • 🤸Kinetix Emote Standards
    • 🦴Retargeting
    • 🏂Kinanim (Emote streaming)
    • 🖊️Try the User-Generated Emote feature
  • INTEGRATION
    • 🤷SDK or API: what to choose
    • 🤩Kinetix SDK
      • ⚙️SDK - Core Package
      • 🧩SDK - Sample scene
      • 🧑‍💻Tested & approved Game Engines for the SDK
      • 💻SDK Integration in Unity
        • ⬇️Set-up Unity & Import the SDK
          • 🔑Get your Game authentification API Key
          • ⚙️Setup your Unity environment
          • 🔧Install the Kinetix SDK in Unity
          • ⌨️SDK Initialization - Unity
        • ⚡Quickstart - Unity SDK
        • 🦋SDK Core Modules activation - Unity
          • 🔐Account Management in Unity
          • 💃Animation System - Unity
            • 🎢Unity's Animator System
            • 🎨Custom Animation System
            • 🌳Root Motion
              • RootMotion + NavMeshAgent
            • 🎞️Frame Controller
            • 💪IK Controller
            • 🫥Avatar Mask
          • 📶Network - Unity SDK
            • Photon PUN
            • Photon Fusion
        • 🕺User-Generated Emote integration (Unity)
          • Embedding the PWA in your Unity application
          • Validation / Retake
        • 🚧How to update Kinetix SDK in Unity?
        • 📕SDK API Reference - Unity
          • KinetixCore
          • KinetixCore.Account
          • KinetixCore.Animation
          • KinetixCore.Metadata
          • KinetixCore.Network
          • KinetixCore.UGC
        • 📂Unity SDK Changelog
      • 🕹️SDK Integration in Unreal Engine
        • ⬇️Set-up Unreal Engine & Download the SDK
          • 🔑Get your Game authentification API Key
          • ⚙️Set up your Unreal Engine environment
          • 🔧Install the Kinetix SDK in Unreal
          • ⌨️UE SDK Core Package Initialization
        • ⚡Quick Start
        • 🦋SDK Core Modules activation - Unreal
          • 🔐Account Management - UE
          • 💃Animation System - UE
            • Local player system in Unreal Engine
            • Avatar system in Unreal Engine
            • Without uploading an avatar (deprecated)
              • Animation in a Third Person Template
              • Animation in an existing project
          • 📶Network - UE SDK
        • 🕺User-Generated Emote integration (UE)
        • 📕SDK API Reference - UE
          • KinetixCore
          • KinetixCore.Account
          • KinetixCore.Animation
          • KinetixCore.Metadata
          • KinetixCore.Network
        • ⬆️Updating from 0.3 to 0.4
        • 📂UE SDK Changelog
    • 😍Kinetix API
      • 🔑Get your Authentification API key
      • 🔌API routes
      • 🪝API Webhooks
      • 🏓Possible Return Codes
  • Management
    • 🚪Developer Portal
      • 👽Avatar Upload
      • 👮UGC Moderation
    • 🖌️UGE: Guides & Best Practices
      • 📐User-Generated Emote specifications
      • 👌Video recording best practices
      • 👻User-Generate Emote Use Cases
  • SUPPORT
    • 📬Bugs reports & features requests
    • ❓FAQ
      • FAQ: General questions
      • FAQ: Unity SDK
      • FAQ: Unreal Engine SDK
    • 🤕Troubleshooting
    • 📚Glossary of terms
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  1. INTEGRATION
  2. Kinetix SDK
  3. SDK Integration in Unity
  4. SDK Core Modules activation - Unity
  5. Network - Unity SDK

Photon Fusion

Exemple of Photon Fusion integration

PreviousPhoton PUNNextUser-Generated Emote integration (Unity)

Last updated 1 year ago

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This exemple is pseudo code giving an idea on how to implement our Network module. It may be different based on your Network Architecture and we recommend you to develop your own implementation.

This example only works in SHARED game mode

This example is based on

using System;
using Fusion;
using Kinetix;
using UnityEngine;

public class Player : NetworkBehaviour
{
 
    [Networked(OnChanged = nameof(NetworkAnimChanged))]
    [Capacity(100)]
    public string AnimID { get; set; }

    private KinetixCharacterComponent kcc;

    
    public override void Spawned()
    {
        base.Spawned();
        
        Animator anim = GetComponentInChildren<Animator>();

        if (HasInputAuthority) 
        {
            // Register our animator
            KinetixCore.Animation.RegisterLocalPlayerAnimator(anim);
            // If we are the local player, we want to get our KCC
            kcc = KinetixCore.Animation.GetLocalKCC();

            Object.RequestStateAuthority();
            
            if (!HasStateAuthority) 
                Debug.Log ("Failed to set authority");
        } 
        else 
        {
            KinetixCore.Network.RegisterRemotePeerAnimator(Id.ToString(), anim);
            this.kcc = KinetixCore.Network.GetRemoteKCC(Id.ToString());
        }
        

        if (HasInputAuthority && IsLocal) 
	{
	    KinetixCore.Animation.RegisterLocalPlayerAnimator(anim);
	    kcc = KinetixCore.Animation.GetLocalKCC();

            KinetixCore.Animation.OnAnimationStartOnLocalPlayerAnimator += (_AnimIds) => {
	        AnimID = _AnimIds.UUID;
	    };

            Object.RequestStateAuthority();
			
	    if (!HasStateAuthority) 
	    {
	        Debug.Log ("Failed to set authority");
	    }
	} else {
	    KinetixCore.Network.RegisterRemotePeerAnimator(Id.ToString(), anim);
	    this.kcc = KinetixCore.Network.GetRemoteKCC(Id.ToString());
	}
    }

    // Has to be public static void
    public static void NetworkAnimChanged(Changed<Player> changed)
    {
        string animID = changed.Behaviour.AnimID;

        changed.Behaviour.ApplyPose(animID);
    }

    public void ApplyPose(string animID)
    {
	if (!IsLocal) ((KinetixCharacterComponentRemote)kcc).PlayAnimation(animID);
    }
}
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https://doc.photonengine.com/fusion/current/fusion-100/fusion-102