
Alice Meraud developed a networked bullet and weapon spawning system for the LePeruvienn/FEURnite repository, focusing on multiplayer reliability and real-time synchronization. Using C#, Unity, and Fusion Networking, she implemented a system where projectiles and muzzle flashes are spawned and synchronized across clients via NetworkRunner, with refined collision handling for accurate spawn and despawn events. Alice also addressed a critical bug that caused duplicate player and weapon instantiation by consolidating spawn logic, ensuring single networked instances. Her work established a maintainable foundation for scalable multiplayer features, reducing debugging overhead and enabling smoother future development within the Unity and Fusion Networking environment.

December 2024 performance snapshot for LePeruvienn/FEURnite. Focused on strengthening multiplayer reliability and real-time synchronization. Key outcomes include delivering a networked bullet system with refined collision handling and fixing a critical spawn duplication bug, resulting in more consistent gameplay and reduced debugging overhead. Impact highlights: - Implemented multiplayer-friendly projectile and weapon spawning using NetworkRunner, with networked collision spawn/despawn handling and synchronized muzzle flashes. - Resolved a duplicate spawning issue where players and their weapons instantiated twice (locally and over the network), stabilizing demos and live sessions. - Built a foundation for scalable multiplayer architecture by consolidating spawn logic and network synchronization workflows, enabling smoother feature delivery going into 2025.
December 2024 performance snapshot for LePeruvienn/FEURnite. Focused on strengthening multiplayer reliability and real-time synchronization. Key outcomes include delivering a networked bullet system with refined collision handling and fixing a critical spawn duplication bug, resulting in more consistent gameplay and reduced debugging overhead. Impact highlights: - Implemented multiplayer-friendly projectile and weapon spawning using NetworkRunner, with networked collision spawn/despawn handling and synchronized muzzle flashes. - Resolved a duplicate spawning issue where players and their weapons instantiated twice (locally and over the network), stabilizing demos and live sessions. - Built a foundation for scalable multiplayer architecture by consolidating spawn logic and network synchronization workflows, enabling smoother feature delivery going into 2025.
Overview of all repositories you've contributed to across your timeline