Poled Apart
Game Development
Developed the Charge Mechanic using ForceMode.impulse and ForceMode.Force for precise attract/repel effects.
* Implemented Off-screen Indicator, converting Vector3 to Vector2 for UI integration.
* Used Render Objects for On-screen Indicator, highlighting players behind objects.
* Added Trail Renderer to visualize jumps and indicate charge type.
* Implemented a synced timer to compensate for lag from external applications.
* Created a deactivate state to nullify charge effects (now deprecated



Network Programming
* Used Netcode for Gameobjects(NGO) as a multiplayer tool and set the Relay connection system
* Optimized client-server communication by reducing the number of ClientRpc calls.
* To reduce the physics load, I executed physics interactions in optimized intervals instead of every frame.
* Local predictions, instead of ServerRpc to confirm the variable change, the client can immediately update its change locally while the server processes the request.


