
Prerequisites before joining the course.
Create a quantum project in the photon dashboard and configure the app ID for a Unity URP workflow. Import battle royale assets and install Text Mesh Pro essentials.
Navigate the quantum folder structure and create your first system in the quantum user folder, then configure editor and physics settings to run the 60 Hz simulation with log.info.
Read user input inside the quantum simulation and create a first custom component to spawn players and handle input in a multiplayer setup.
Install Cinemachine, then create a camera follow system using quantum view contexts and a follow local player script to keep the local player in view with framing transposer.
Explain the difference between predicted and verified frames and read Quantum's input from Unity to animate a humanoid character on the x z plane using KCC.
Rotate the player to face more than four directions using a screen raycast. Populate the map with buildings and props and ensure ground-aligned collisions with proper colliders and environment setup.
Introduce shooting mechanics and asset objects in Unity multiplayer with Photon Quantum, implementing weapon and bullet components, weapon data, bullet data, cooldowns, offset, and fire input.
Create bullets using a dedicated create bullet signal in the quantum weapon system, and position bullets with a rotated offset while applying speed, damage, and duration.
Move bullets using the height offset and a bullet view to align graphics. Detect collisions with line casts, track time, and destroy bullets when hit or expired.
Create a damageable component with health from a damageable data object, and a damageable system that fires a damageable hit signal to apply damage and destroy entity at zero health.
Learn data driven polymorphism to extend damage handling in Unity Quantum, using a base abstract damageable handler with armor variants and health, implemented via scriptable objects.
Learn to display player usernames on overhead UI, react to health changes, fix movement animations, and implement damage events with health UI updates in a Unity Photon Quantum multiplayer setup.
Create a polymorphic pickup system with a pickup item base, trigger-driven pickup handling, and destruction of picked items after a two-second pickup, paving the way for health items.
refactor the weapon system using data driven polymorphism in photon quantum, introducing a weapon base with ammo, a weapon type enum, and separate semi-automatic and automatic firing classes.
Activate Unity weapon pickup system using a weapon base scriptable object and weapon type enum. Enable on-ground pickups to update player weapon view via quantum events.
Implement animation rigging for weapon pickups and a UI display showing current weapon and ammo. Manage two-handed rigs and event-driven weapon and player spawn updates in multiplayer.
Silhouette the player when behind obstacles using an obstacle layer, render objects, and a silhouette material with a depth test, then reveal the player as visibility returns.
Learn to implement a shrinking circle in unity using Photon Quantum, modeled with a circle state union for initial, pre shrink, shrink, and cooldown.
Implement a shrinking circle system with a partial shrinking circle state and drive transitions via an update loop. Configure states and randomize position on add.
Update the shrinking circle radius using initial, target, and current radius with lerp and state transitions, and implement damage for players outside the circle via a frame-filtered Damageable system.
Learn to fix health UI updates in Unity using the do twin plugin, visualize shrinking circle states, and implement a countdown UI with Text Mesh Pro for next state timing.
Create an ammo pickup item in Unity that replenishes the equipped weapon's ammo to its maximum and updates the UI via an ammo changed event.
Create a shotgun bullet by extending the bullet data, implementing a multi-bullet spawn with spread using radians, rotating bullets from the owner, and configuring weapon and pickup data in Unity.
Create a singleton game manager to handle game states (waiting for players, playing, game over), configure the time to wait for players, and signal player deaths to determine the winner.
Develop a quantum menu character selection screen in Unity, create character models as scriptable objects with image, name, and entity prototype, and wire UI for selection and back navigation.
Learn to build a dynamic UI for character models in a Unity multiplayer battle royale, enabling selection and real-time avatar updates for the Photon Quantum simulation.
Create the character selection UI in Unity for Photon Quantum multiplayer, with a scroll view, character prefabs, image, and name, enabling on-click selection and multiplayer testing.
Create a character stats config with health multiplier and fire rate modifier, clamp values, apply them to red and yellow characters, and display the stats in the UI for selection.
Photon Quantum 3 is the latest and greatest installment of the Deterministic Multiplayer Framework coming from the creators of one of the most popular Multiplayer Frameworks for Unity -> Photon Unity Networking (PUN) and Photon Fusion
In this course you will learn how to create a battle royale game using Photon Quantum 3 from the ground up. You don't have to have any previous knowledge in regards to Quantum, you will learn everything you need to know in this course.
By the end of the course you will grasp the basic and intermediate concepts of Photon Quantum 3. You’ll have a solid understanding of how to set up core multiplayer features, create engaging gameplay mechanics, and structure your project for long-term scalability. Ultimately, you’ll feel confident applying these techniques to develop your own unique multiplayer experiences.
You’ll gain insights into integrating smooth character movement, managing player interactions, and handling game state transitions. Whether you’re looking to build a small prototype or scale up to a fully fleshed-out multiplayer game, this course provides you with a strong foundation to build upon. With what you’ve learned, you’ll be able to try out new ideas, make your game feel better, and keep your players excited and entertained.