Hello,
I just want to know if PUN is supported on the Nintendo Switch platform, or will be in the near future?
Also if it is supported, what about the switch LAN multiplayer feature, do you know how it works, any plans on having some plugin work for that? i guess PUN is out of the question since it uses servers, but maybe BOLT or something?
Thanks for any answers =D
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Nintendo Switch support?
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Illegal View ID: -999 | Host see's clients but client can't see host?
Recently I was making a server-browser system so you can join rooms. When a host creates a server, it (for some reason) sets his Photon View ID to -999. When clients join, they get the regular 1, 2, 5, etc... Clients can see each other in-game, but they can't see the host. Yet, the host can see everyone else as well. Anyone know how to fix this evil '-999' ID? Thanks.
(Also, I tried to get help, but ever post about this was from either 2013 or solved through a PUN 2 update.)

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Illegal view ID:-999 method:
I created & instantiate prefab with Photon View attached on it.
While creating Group i will instantiate prefab it sets view ID of -999.
Proceeding with that ViewID shows an following error:
Illegal view ID:-999 method: sendMessageToServer GO:Communicator(Clone)
UnityEngine.Debug:LogError(Object)
NetworkingPeer:RPC(PhotonView, String, PhotonTargets, Object[]) (at Assets/Plugins/PhotonNetwork/NetworkingPeer.cs:2629)
While creating Group i will instantiate prefab it sets view ID of -999.
Proceeding with that ViewID shows an following error:
Illegal view ID:-999 method: sendMessageToServer GO:Communicator(Clone)
UnityEngine.Debug:LogError(Object)
NetworkingPeer:RPC(PhotonView, String, PhotonTargets, Object[]) (at Assets/Plugins/PhotonNetwork/NetworkingPeer.cs:2629)
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Runtime PhotonView components
So I have a ton of prefabs and content that is loaded from assetbundles and I wish to keep track of their state. Is it possible to add PhotonView components etc at runtime after being instantiated? If not what is a workaround for this?
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PUN Robot Kyle Demo Issues
Newbie issue - the demo doesn't seem to be working in that the photon view components aren't syncing.
I've gone through the entire introduction and tutorial. Creating and joining rooms worked well and network player gets instantiated but no movement is sent or received. I've then tried using the included demo scenes but still no luck.
I'm working on Unity 2019.1 LWRP so the rendering so please excuse the eye-popping materials. The left is the executable (player 2), on the right is the master. Both looking at the same corner of the room.

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Replenish Own Player's Health without affecting other fellow Players
My goal is simple:
When the player picks up a health kit, it replenishes his health back to 100.
I have this code:
[PunRPC]
public void ReplenishHealth(int newHealth)
{
playerHealth = newHealth;
isPlayerAlive = true;
Debug.Log("Called!");
}
That will be called when I encounter a health kit:
PhotonView pViewOwn = transform.GetComponent();
pViewOwn.RPC("ReplenishHealth", RpcTarget.AllBuffered, 100);
However, in doing this, I affect all other player's health as well. I just want my own player to get its health to 100, and then broadcast to everyone that "hey, my health is now full".
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Turn Based Game - Observe Options?
Hello,
I'm working on a turn based game with PUN2. Everything works fine except while observing the other player there are transform delays. I need my motion to be precise(delay is not important). Is there a way to priortize transform-motion over network timing?
Thanks.
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Best practices for instantiating and destroying
I have certain items that will be instantiated and others destroyed at the start of the game(to randomize a map).
What's the best way to do this so that it gets done once and then it will be the same for all players in that room. I have photon view on the objects, but where should I be running the code, by the client master? What happens if right before the code was supposed to run the client master leaves in that case? Is there a way to run it server side for the room before the game starts?
Unrelated but, is there a way to retrieve a list of all players in a game and compare names to the player that is trying to join a room. I don't want to allow players with the same player name(using playfab player name for this) to be able to play at the same time.
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RPC scope and time to live in a Room
Hi, I want to send some RPCs during my game play to all the players. However, some players could leave the game or exit the app and after their leaving there might be some RPCs sent over the network by other players. When those players who left the game comes back or rejoin the room I want them to recieve all those old RPCs which were sent over the network by other players.
How can I do that? or Is it possible to do this? What is the expiry time of RPC?
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Late room joining problem
Hi,
In my game, I show a list of rooms that available to be joined. I made my game such that as soon as the player clicks on a room button, first the level loads and then the the player joins the room ( so that every other player instantiate in the same game scene and not in the menu scene of the game). Everything goes fine until there are max -1 players in the game (eg. 7/8). let say, more than one players are trying to join the game now. only one player will be able to join the game and others will be stuck after loading the scene (as the room reached its max limit). Can someone suggest a possible solution for this ?
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Using ConnectToMaster does not join self hosted photon server
I'm using this to connect to the server
PhotonNetwork.GameVersion = "v0.0.1";
PhotonNetwork.ConnectToMaster(IPAddress, 5055, "");
but it disconnects me immediately after trying to join
OnDisconnected was called by PUN with reason DisconnectByServerReasonUnknown
UnityEngine.Debug:LogWarningFormat(String, Object[])
LobbyManager:OnDisconnected(DisconnectCause) (at Assets/Scripts/LobbyManager.cs:108)
Photon.Realtime.ConnectionCallbacksContainer:OnDisconnected(DisconnectCause) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3428)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2568)
ExitGames.Client.Photon.<>c__DisplayClass103_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:116)
IPAddress is set to the Game Server IP Local address, any help is appreciated!
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PUN and PlayMaker?
Does PUN work with PlayMaker?
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Pause OnPhotonSerializeView or alternatives
I'm making a football (soccer) game.
Im using OnPhotonSerializeView for the transform syncing.
The player only controlls one player at a time, all the other players are controlled by AI.
So my issue is that I only want OnPhotonSerializeView to be active on the player controlled player, to avoid sending too network data for no reason. Is there any way to do this?
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PUN Basics Tutorial: can't find out why my players are instantiated several times
Hello,
I tried to follow the tutorial: https://doc.photonengine.com/en-us/pun/v2/demos-and-tutorials/pun-basics-tutorial/intro
However, when I tried it with two players (using two windows) I get the following issue:
It seems from the console that the player's prefabs are instantiated each time a room is created.
Furthermore, when I debug, it seems that this lines are never called:


if (photonView.IsMine)
{
LocalPlayerInstance = gameObject;
}
But I checked with the official demo, these lines are well placed, in the Awake() function of the PlayerManager.
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Can't Reconnect when Disconnected via ServerTimeout
PUN 2.10, Photon Cloud, Region us
I'm trying to silently reconnect users when they are disconnected, whether in a lobby, or in a room.
In my current test, I have a Host device, and a Guest device.. The Host creates and joins the room. The guest joins the room.
I pause the guest's unity editor until the guest drops from the Host's room, then I unpause the unity editor.
No matter what I call from the guest machine, ConnectUsingSettings(), Reconnect, or RecconnectAndJoin(),, or RejoinRoom, nothing is working.
The sequence of events after I unpause is as follows:
OnDisconnect is fired with ServerTimeout (Disconnected GameServer)
OnLeaveRoom then fires (Disconnected GameServer)
Then my Network Objects are destroyed (2 players), one after the other
Generally, when I call something, it will immediately fire OnDisconnected with cause of None
Then I usually get the following error: Operation Authenticate (230) not called because client is not connected or not ready yet, client state: Disconnected
Is there a chart that can tell me what to call based on what state and disconnect cause?
Seems like this shouldn't be this difficult, or a reconnect recovery tool (small class should already be available for this, which is what I'm trying to write).
Thanks in advance.
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"PhotonView with ID xxx has 2 methods" Error
A have 2 components attach to a game object. Both components are derived from one base class. The base class has a RPC functions. When one of the component try to called the RPC, I get the "PhotonView with ID xxx has 2 methods" error.
Any idea on how I can solve this?
Thanks
David
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Connection Issues
When connecting to people near me photon works great, but my friend who lives in a different country can't connect. I live in the US east coast and they live in Canada west coast. Anyone have more information on this?
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Immediate Disconnect (792: ServerTimeout) When Connecting via Cellular
Hello! We recently detected an issue in our app where, when attempting to connect to a room when on a cellular connection (we don't know if cellular is the only way to trigger the issue, but it does seem to be a more reliable way), we sometimes immediately receive a disconnect via DisconnectCause.ServerTimeout (792). It seems like it happens once, and then attempting to connect the second time works as normal. The connection also seems quite stable after successfully connecting.
I am working on getting more information via logs, but wanted to get the question out there in case it has an obvious cause to someone with more experience with Photon. My gut feeling is that it is either some sort of server setting that conflicts with the poor performance of the cellular connection, or some PUN-related issue that causes the initial connection to be malformed or set up improperly.
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Room not visible between build app and editor (PUN 2.12)
Hi,
I have tested/debugged my app by building it and then running the second client in the Unity editor. This has been working fine, but since I updated the Unity to 2019.1.4f1 (from 2019.1.2f1 I think..) the Editor and build doesn't see each others. The room list remains empty.
If I start two build versions they can see each others rooms OK. I have tried to reset everything from the PhotonServerSettings, but no luck.
Any ideas how to fix this?
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Is there an OnPhotonDestroy (similar to OnPhotonInstantiate)
Hey,
Do we get a callback when a netowrked object is detroyed?
I don't see anything here:
http://doc.photonengine.com/en/pun/current/tutorials/instantiation
Thanks,
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