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default user name committed Oct 12, 2022
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2 changes: 1 addition & 1 deletion Documentation/2.1_Sample_Scenes.md
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* **Summary**: The minimum you need for a scene are these objects (use this in all your scenes). You can create this cene by taking the Arduino multiplayer scene and removing all the extra objects. If you run a scene just containing this, you’ll see that multiple users can see each other, and create/modify objects together.

* <img src="file:https:///C:/Users/hgsel/AppData/Roaming/marktext/images/2022-10-12-11-33-26-image.png" title="" alt="" width="407">
* <img src="./Images/2022-10-12-11-33-26-image.png" title="" alt="" width="407">

* **Details:**

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12 changes: 8 additions & 4 deletions Documentation/3.1_Data_and_Channels.md
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* Summary: Data in our project flows through named entities called channels. A channel can get data from a Hololens or from the PC or from Arduino or all of the above. Channel data can be controlled in a variety of ways (ex: knobs, buttons) and displayed in a variety of ways (ex: graphs, text, colors)
* Data is stored/synchronized through **AtomicDataModel**(ADM) objects. Each of these holds a value (typically float), which is automatically synchronized by Photon to all users.
* ![](.\Images\2022-10-12-11-38-09-image.png)

* <img src="./Images/2022-10-12-11-38-09-image.png" title="" alt="" width="407">

* ^ this figure shows a simplified view of an ADM object being shared by multiple users
*
* When one user changes an ADM model value, that model is synchronized by Photon to all other users. An ADM value can only be changed by the user who is the current owner of the PhotonView.
* ![](.\Images\2022-10-12-11-39-03-image.png)

* <img src="./Images/2022-10-12-11-39-03-image.png" title="" alt="" width="407">

* ^ this figure is more accurate: in reality all users have a local ADM object, which Photon synchronizes through the PhotonViews that have the same ID
*
* Channels:
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### Simulated Channels

* Unity can generate simulated data. It can be configured via the **ConfigurationProfile** object, to send simulated data on any channel:
* ![](.\Images\2022-10-12-11-42-22-image.png)

* <img src="./Images/2022-10-12-11-42-22-image.png" title="" alt="" width="407">

* The way this works is, there's a “**SimulatedChannels**” gameobject generates fake data into several channels.

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