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Channel: Photon Unity Networking (PUN) — Photon Engine
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Please share specific IP subnet or elastic IP address for Photon Server

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Kindly let us know the IP subnet or elastic IP address for Photon Server to enable in the Firewall

Photon Setup

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Hi, I'm banging my head trying to set up Photon & have what may be a very simple question (I'm new at this so I'm assuming that there's a simple solution). My prefabs can't communicate with hierarchy game object UI system—which is huge for my current game—so I'm trying to child an instantiated prefab under one of four game objects that get activated when the game starts. This is not working, as the player gets dragged away & sent off the board. How should I set up a situation where there's player choice & these players need to be in the game hierarchy (since the prefab breaks all my UI button click connections)?

Failed to get server instance

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Hi,

I have same problem but with self hosted server.
createGame failed, client stays on masterserver: OperationResponse 227: ReturnCode: 32762 (Failed to get server instance.). Parameters: {}.
UnityEngine.Debug:LogError(Object)
PhotonHandler:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125)
NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:700)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:831)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:79)

How do i fix this?

Unity Crashing after connecting.

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I recently updated my project to 2019.1.7f1 and now after I connect to the room and PhotonNetwork.LoadLevel my entire Unity crashes with no log or error. Anyone experience a similar issue?

Is Lag Compensation enabled by default?

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Is Lag Compensation enabled by default when PhotonTransformView and PhotonRigidBody view are both added to a game object? Or maybe there is an option to turn it on in order not to write it manually in every script?

Lag Compensation time measurement mechanism

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How does Photon know the exact Lag Compensation timestamp of the recieved data, what is the mechanism behind it?

can create multiple difference connect in an application with photonnetwork?

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Hi guys, I have a problem, I want to create an application which will run in server and to do: - Make lots of threads, each thread will connect to the game server as a player. - Each player creates a room. obviously, become a master client. - I want each player can InstantiateSceneObject in each room. In a while, PhotonNetwork is a static class, so. How I make connections and create object scenes in each room. Ty,

Why can't I see any other rooms that were created - after OS Hardening

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Hi, Prior to OS Hardening, I could see other rooms that were created in the Lobby. However after OS Hardening I could no longer see the other rooms in the Lobby. May I know what policies/rights have to be enabled to be able to see other rooms in the Lobby? (Unfortunately I'm unable to share the details of the OS hardening, but please do try to advise)

LeaveRoom() and PlayerTTL

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if player call LeaveRoom then still room keep player information to rejoin for duration playerTTL set?

How to reconnect and rejoin when mobile app goes to background. Best practice?

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Hi guys, we are using PUN for almost a year and are very happy with it. The only problem we have is handling the case where the mobile app is going to the background and to trigger a successful reconnect and rejoin. We can’t seem to find some best practices or code snippets so we cooked up something ourselves. The following implementation seems to work most of the times but it’s not 100% reliable. We still have cases where the app is not successfully reconnecting and rejoining. We hope you could take the time and spot some problems with this script. We also hope you could provide us with a best practice for reconnecting and rejoining. https://pastebin.com/X83mubxf FYI: - The room we create has a PlayerTTL of 300000. - We are only targeting iOS. - PUN v2.7 - Unity 2018.3.5 Thanks!

Can't Reconnect when Disconnected via ServerTimeout

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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.

Please can someone help me with this connection error

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I keep getting this error in console and I have no idea what it means? Thanks: Operation failed: OperationResponse 225: ReturnCode: 32760 (No match found). Parameters: {} Server: MasterServer UnityEngine.Debug:LogError(Object) NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1146) ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[]) ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125)

OnPhotonSerializeView() is not called for map objects

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If an object is created with the PhotonNetwork.Instantiate method then it works just fine. But if the object is created in Editor the PhotonNetwork.Instantiate method is never called for it. Is it by design? If so is there a way to make it work for the map objects as well?

Falling through the floor

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Hello, When I add Photon networking to a prefab, it gets pulled through the floor & makes the game unplayable. I'm wondering what might be causing this behavior. Any ideas?

Getting correct objects positions when joining a running game

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If I'm not mistaken, when joining a running game it seems that the objects first appear at their initial positions on a new joined player's map and only a moment after they are moved to their current gameplay positions via PhotonView sync mechanism. It is usually hardly visible to the eye but sometimes it produces some artefacts such as the intersection of objects. How to make objects appear in the right places before the very first synchronization is performed?

PluginManager initialization failed

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Dear Photon Community, I am getting Plugin errors when creating a room, using default "WebHooksPlugin1.2". Here is the Game server log: 2019-06-27 13:22:10,506 [9] ERROR Photon.Hive.HiveHostGame - Game Room 7571 is created with ErrorPlugin. message:PluginManager initialization failed. 2019-06-27 13:22:10,538 [9] WARN Photon.Hive.HiveHostGame - Game 'Room 7571' userId 'b01d3527-9708-4376-8924-0466a4303dc3' failed to create game. msg:Plugin Mismatch requested='WebHooksPlugin1.2' got ErrorPlugin with message:'PluginManager initialization failed.' -- peer:GameClientPeer: PID 1, IsConnected: True, IsDisposed: False, Last Activity: Operation 227 at UTC 6/27/2019 8:22:10 PM in Room , IP 10.0.3.103:53760, My server version is v4.0.29.11263. Could this be a pathing issue? Sifang

Unity .NET 4.6 experimental setting is not supported

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Hi Everyone, Just to make sure you don't turn on .NET 4.6 and stick to the stable .NET 3.5 We are getting more and more issues report that actually link back to the use of this experimental .NET 4.6 and at the present time we can't support such projects until Unity turn this feature as stable. If you encounter issues, if you can't reproduce them using .NET 3.5, get in touch with Unity support directly so that they can improve and get closer to a support version. Bye, Jean

How to access web API, such as checking region status?

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I'm making a status checker BOT for alerts and such when my Photon region goes offline -- Where can I find web API information (not in Unity, but like POST or GET HTTP calls)? Specifically, I'm trying to find a way to check the region status. Returning the ping would also be beneficial, if that's an option. Bonus points if you guys have a POSTman template. EDIT: If no API at all exists to check server status, what would you suggest as a ghetto alternative?

Help For Issues With Newtonsoft.Json.dll

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Some developers report compiler issues with Newtonsoft.Json.dll in Unity. PUN contains the Newtonsoft.Json.dll for some work in the Editor - not in the Player. Quite a few packages and projects use Json in the Editor or player. This includes the PlayFab package! Chances are you imported another plugin that uses the same assembly but the file location is different in the project. If a dll is in the project more than once, it will clash. Search your project for "Newtonsoft.Json" and make sure there is only one such dll in the project. Which dll to remove depends on the project but chances are good to remove the one of PUN! PUNs copy of it is in this project folder: \Photon Unity Networking\Editor\PhotonNetwork

How to check if the custom room I want to join already has the max number of player in it ?

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I am in middle of a multiplayer game with Photon on Unity and I am stuck when I need to allow player to enter the custom room but check the number of players in it beforehand
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