cg小白兔 发表于 2024-7-31 10:47:55

VaultIt! Multiplayer Vaulting System 1.1.0适配UE5.3多人跳伞系统



VaultIt is a multiplayer vaulting system that is fully replicated with client-side prediction for lag-free gameplay, it handles desync properly even with root motion and is highly optimized. VaultIt has a plethora of features to customize the behaviour and is also the best on the market for single player games as well.

Features:
Based on Gameplay Abilities System (GAS), but you don't need to know it at all to use or integrate VaultIt
Multiplayer ready with prediction
Doesn't desync even at extreme latency (800ms+) unless it should (packet loss, hacking, unpredictable collision, etc)
Handles desync corrections properly (even in extreme environments, inputs result in vaulting properly)
Proper net serialization (compression) and bandwidth consumption optimization
Anti-Cheat
Designed to work with mixed or minimal mode ASC instead of full and handles simulated replication manually for optimization
Procedural vault height (not hard-coded to animation vault height)
Driven by root motion animations
Motion Warping (works in UE4 & Improved)
Full-Body IK for correct hand placement (works in UE4)
does not require any IK bones
Supports non-UE4 skeletons with different bone orientations
Fully modular setup supports Characters, AI, and maybe Pawns (read Wiki)
Includes First Person example (basic setup with FP/TP switching)
Auto-Vault for players and AI with per-movement mode bitflags
Multiple pre-defined vault heights and animations with support for any type of movement state
Multiple animations for each state with net sync randomization
Built with extension and integration in mind


VaultIt 是一个多人跳伞系统,它完全复制了客户端预测功能,实现了无延迟游戏,即使在根运动的情况下也能正确处理不同步问题,并且经过了高度优化。VaultIt 拥有大量自定义行为的功能,也是市场上最适合单人游戏的系统。


功能特点
基于游戏能力系统(GAS),但使用或集成 VaultIt 完全不需要了解 GAS
可预测多人游戏
即使在极度延迟(800毫秒以上)的情况下也不会出现不同步,除非它应该出现(数据包丢失、黑客攻击、不可预测的碰撞等)
正确处理非同步校正(即使在极端环境下,输入也会导致正确的跳转)
适当的网络序列化(压缩)和带宽消耗优化
反作弊
设计用于混合或最小模式 ASC,而非完全模式,并手动处理模拟复制以进行优化
程序化拱顶高度(而非硬编码为动画拱顶高度)
由根运动动画驱动
运动扭曲(适用于 UE4 和改进版)
全身 IK 可实现正确的手部位置(可在 UE4 中使用)
不需要任何 IK 骨骼
支持具有不同骨骼方向的非 UE4 骨架
完全模块化设置,支持角色、人工智能和棋子(请阅读维基百科)
包括第一人称示例(带有 FP/TP 切换功能的基本设置)
玩家和 AI 的自动拱顶,可按移动模式位旗设置
多种预定义的拱顶高度和动画,支持任何类型的移动状态
多种动画




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