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Does calling RPC to myself is not going through the network?

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When I calling RPC to all targets, I can't feel any network delay. Does calling RPC to myself is not going through the network, and just handles locally? (Includes offline mode)

Clients not updating gameobject after RPC received.

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Hello everyone!

So I'm currently dipping my toes into Photon and Multiplayer, one of the features that I thought could be a good learning experience would be to retrieve the Mesh and Material from a target and then change the client's Mesh and Material and then display that for all users. This would be similar to the Prop Hunt game mode I guess.

So I thought that I would give this a shot and I'm currently struggling to have the other clients see the change of Mesh and Material. It works fine in the editor and you can see on the clients that you've swapped Mesh and Material due to the shadow changing shape.

What I've done so far is to create a few prefabs that have a PhotonView on them, I'm trying to get the game object information from the PhotonViewId.

So here's my Mirror method:

private void Mirror()
    {

        if (!photonView.IsMine)
        {
            return;
        }

        RaycastHit hit;

        if (Physics.Raycast(_camera.transform.position, _camera.transform.forward, out hit, _range))
        {

            GameObject target = null;

            if (hit.transform.GetComponent<Mirrorable>())
            {
                target = hit.transform.gameObject;
            }
            

            if (target != null)
            {
                Debug.LogFormat("Sending RPC MirrorProp with the target {0}", target.GetPhotonView().ViewID);
                photonView.RPC("MirrorPropRpc", RpcTarget.All, target.GetPhotonView().ViewID);
            }      
        }     
    }


Then we have the actual RPC where I get the game object information and then I change my game object mesh and material if the checks are correct.

[PunRPC]
    private void MirrorPropRpc(int targetPhotonId)
    {

        if (!photonView.IsMine)
        {
            return;
        }

        PhotonView target = PhotonView.Find(targetPhotonId);

        if (target.gameObject == null)
        {
            return;
        }

        Mesh targetMesh = target.gameObject.GetComponent<MeshFilter>().mesh;
        Material targetMaterial = target.gameObject.GetComponent<MeshRenderer>().material;

        if (targetMesh != null && targetMaterial != null)
        {
            gameObject.GetComponentInChildren<MeshFilter>().mesh = targetMesh;
            gameObject.GetComponentInChildren<MeshRenderer>().material = targetMaterial;

            Debug.Log("You have mirrored: " + target.transform.name);

        }
        else
        {
            Debug.LogErrorFormat("PlayerMirror: MirrorPropRpc() - Unable to mirror prop, mesh = {0} and material = {1}", targetMesh, targetMaterial);
        }  
    }


We can see from the Debug Log the following:

Sending RPC MirrorProp with the target 2

Sending RPC "MirrorPropRpc" to target: All or player:.

Received RPC: MirrorPropRpc

You have mirrored: Tree03_Yellow


I might just be misunderstanding the workflow of RPCs so any help would be really appreciated.

Room Switching with MasterClient

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Hi, I am making a 3v3 Brawl. The way it goes is that 3 people enter room A (staging room) and ready up. Another 3 enter room B (staging room). Once each room ready up, the Masterclient leaves the room and searches for Room C (Battle Room) or Creates it. I am using the friend approach so that the 2 other players follow the masterclient(slot reservation).

Problem is that since I am using the OnMasterClientSwitched() for if a masterclient leaves a room, well guess what....the new masterclient isn't able to follow the old masterclient which is now in Room C. Can't see to figure it out.....

Here is my code :
public IEnumerator Test()
    {
        if(!PhotonNetwork.IsMasterClient)
        {
            StartCoroutine(FindJoinMasterRoom());
        }
        else if (PhotonNetwork.IsMasterClient)
        {
            List<string> playerInRoom = new List<string>();
            foreach (var player in PhotonNetwork.PlayerListOthers)
            {
                playerInRoom.Add(player.UserId);
            }

            PhotonNetwork.LeaveRoom();
            yield return new WaitForSeconds(1);

            if (PhotonNetwork.IsConnected)
            {
                string roomID = Random.Range(0, 10000) + Random.Range(0, 10000).ToString();
                RoomOptions room = new RoomOptions { MaxPlayers = 2, IsOpen = true, IsVisible = true };
                PhotonNetwork.JoinOrCreateRoom(roomID, room, TypedLobby.Default, playerInRoom.ToArray());
                //Create BattleRoom properties
            }
        }
    }

    private IEnumerator FindJoinMasterRoom()
    {
        //Get the master UserID
        var masterUserID = PhotonNetwork.MasterClient.UserId;

        if (masterUserID != null)
        {
            PhotonNetwork.LeaveRoom();
            yield return new WaitForSeconds(1);

            if (PhotonNetwork.IsConnected)
            {
                
                PhotonNetwork.FindFriends(new string[1] { masterUserID });
                yield return new WaitForSeconds(1);

                FriendInfo roomMaster = PhotonFriends.Find(x => x.UserId == masterUserID);
                PhotonFriends.Remove(roomMaster);

                if (roomMaster.IsInRoom)
                {
                    PhotonNetwork.JoinRoom(roomMaster.Room);
                }
            }
        }
    }

If there is a better way to go about it, I would really appreciate it. Thanks

How to sync prefab object's ViewID to use RPC?

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I have a bunch of "manager" scripts, and the manager objects are saved as prefab and used in multiple scenes, over 20+.

Some of the managers need to sync the values, so I put the PhotonView component, but they always have a view id of 0, so calling RPC always fails.

After some research, there is something like "PunSceneSettingsFile", to set minimum view id(have no idea what that means), and tried assigning my scene, but doesn't make any difference.

The weirdest thing is that there is another manager called "VFXGenerator" to synchronize VFX effects. This object has a view ID so that I can call RPC without any problems. I didn't use PhotonNetwork.Instantiate and there's no extra code for assigning view id manually. There's no difference between VFXGenerator and all the other manager scripts, but why only do the VFXGenerator works and others not?

RPC is not working in start method

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void Start()
{
PV = GetComponent<PhotonView>();
for(int i = 0; i<powerPice.Length; i++){
AddPowerPathPoint(powersOnPathPointList);
}
}
public void AddPowerPathPoint(List<PathPoint> powersOnPathPointList){
int rNum = Random.Range(1, 52);
PV.RPC("RPC_setRandNum", RpcTarget.AllBuffered, rNum);
// if(randNum > 51) {randNum = 1;} else { randNum = randNum+1; }
randNum = Random.Range(1, 52);
if(randNum == 13 || randNum == 26 || randNum == 39){ //removing start
AddPowerPathPoint(powersOnPathPointList);
} else {
pathPoint = pathParent.CommonPathPoint[randNum];
if(plusOneOnPathPointList.Contains(pathPoint) || doubleOnPathPointList.Contains(pathPoint) || controlOnPathPointList.Contains(pathPoint) || shieldOnPathPointList.Contains(pathPoint) || playerOnPathPointList.Contains(pathPoint)){
AddPowerPathPoint(powersOnPathPointList);
} else {
powersOnPathPointList.Add(pathPoint);
}
}
}

[PunRPC]
private void RPC_setRandNum(int r){
randNum = r;
}

Raise Event vs Custom Room Properties

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Hi all,

We are working on a multiplayer (2 players) game. In which we just want to exchange score of each other. Currently we are using custom Room properties to exchange player scores. Can i user raise event. Will it be fast as compare to room properties Update.

CreateRoom failed. Client is on MasterServer

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The Title explains the error. I tried everything and nothing worked, can someone please help me? Here is the code if needed

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Photon.Pun;

public class ConnectAndJoinRooms : MonoBehaviourPunCallbacks
{
public InputField CreateInput;
public InputField joinInput;

public void CreateRoom()
{
PhotonNetwork.CreateRoom(CreateInput.text);
}

public void JoinRoom()
{
PhotonNetwork.JoinRoom(joinInput.text);
}

public override void OnJoinedLobby()
{
PhotonNetwork.LoadLevel("Game");

}
}

RequestOwnership doesn't work

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Here's the list of players in my current situation:

- Master Client (ViewID: 1001)
- Another Player (ViewID: 2001)

I will explain the situation as Another Player because requesting ownership from Another Player doesn't work at all.

Another player creates a weapon when it's instantiated by PhotonNetwork, and it has:
- ViewID: 2002
- IsMine: true
- Controller: [2]
- Owner: [2]
- Creator: [2]

Master can create extra weapons, and here's the new weapon just created:
- ViewID: 1017
- IsMine: false
- Controller: [1] (master)
- Owner: [1] (master)
- Creator: [1] (master)

Now Another Player picks up a new gun, this happens:
1. Another Player's old weapon will transfer ownership to the master.
2. Another Player requests ownership of the new weapon, so that Another Player can own it.

However, after calling RequestOwnership, the master still owns it:
- ViewID: 1017
- IsMine: false
- Controller: [1] (master)
- Owner: [1] (master)
- Creator: [1] (master)

But the original weapon that Another Player was dropped successfully transferred the ownership to master:
- ViewID: 2002
- IsMine: false
- Controller: [1] (master)
- Owner: [1] (master)
- Creator: [2]

Here's the code for pickup weapon:
public void PickupWeapon(WeaponBase weapon) {
    m_CurrentWeapon = weapon;
    m_CurrentWeapon.photonView.RequestOwnership();
    print("Request Ownership of: " + weapon.WeaponName);
}

In the console of Another Player, I can clearly see the log:
Request Ownership of: Hawk-50

Ownership Transfer is set to "Request" and also tried with "Take Over", but still the same. The only thing that worked was to transfer ownership to the master when Another Player switches the weapon.

Using Unity 2019.1.0f2 and the latest PUN 2.

Shuffling Cards

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i'm developing a multiplayer card game , i use Master Client to make shuffle with RPC
it is working good with master client but not working with other player
this is my code

public void GetPlayers()
{
if (pv.IsMine)
{
PlayerManager playerManager = gameObject.GetComponent<PlayerManager>();
// Player = playerManager.controller;
//estimationM.CardsUi = Player.gameObject.GetComponentInChildren<CardsUi>().gameObject;


if (PhotonNetwork.IsMasterClient)
{
//this is cards name
string[] Cards122 = new string[] { "DA", "DK", "DQ", "DJ", "D10", "D9", "D8", "D7", "D6", "D5", "D4", "D3", "D2"
,"HA", "HK", "HQ", "HJ", "H10", "H9", "H8", "H7", "H6", "H5", "H4", "H3", "H2"
,"CA", "CK", "CQ", "CJ", "C10", "C9", "C8", "C7", "C6", "C5", "C4", "C3", "C2"
,"SA", "SK", "SQ", "SJ", "S10", "S9", "S8", "S7", "S6", "S5", "S4", "S3", "S2"

};
for (int i = 0; i <= 12; i++)
{

string CardValue = Cards122[Random.Range(0, Cards122.Length)];
photonView.RPC("_RPCAddCardsToPLayers", RpcTarget.All,i, CardValue);

}
//Invoke("AddSprite", 5);
}

}

[PunRPC]

void _RPCAddCardsToPLayers(int CardNumber,string CardValue)
{


estimationM = gameObject.GetComponent<EstimationM>();

estimationM.deck_Player [CardNumber] = CardValue;
}

using PhotonNetwork.ConnectUsingSettings(); do not connect and gives error in unity WebGl browser.

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(unity version 2019.3.5 , Pun 2 . version 2.28.)

Here is the start function that im using to connect.

void Start()
{
PhotonNetwork.GameVersion = "1.0";
PhotonNetwork.ConnectUsingSettings();
}

it works fine in unity editor but not in the browser. i have my domain and hosting, The scene loads fine but when the PhotonNetwork.ConnectUsingSettings(); called it gives following error

[style color="Red"] Connect() failed to create a IPhotonSocket instance for WebSocketSecure. SocketImplementationConfig: {Udp=ExitGames.Client.Photon.SocketUdp, Tcp=ExitGames.Client.Photon.SocketTcp, WebSocket=ExitGames.Client.Photon.SocketWebTcp, WebSocketSecure=ExitGames.Client.Photon.SocketWebTcp} Exception: System.MissingMethodException: Constructor on type 'ExitGames.Client.Photon.SocketWebTcp' not found.
at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
[style]

This is the PhotonServerSettings.

[img]file:///C:/Users/Welcome/Documents/photonserversettings.PNG[/img]

i've tried different solutions, There was a fix on website but this is already implemented in this version of PUN2.
file:///C:/Users/Welcome/Documents/fix.PNG

Help me solving this problem, Thanks

How to remove Photon Transform View component in Unity

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Hi,
I need to remove PhotonTransformView and PhotonView components in Unity, so that object will not be synchronized any more. I did that with Destroy(item.GetComponent<PhotonTransformView>());. The component is removed and the same for PhotonView. The problem is, that when I remove this components, I get this error every update : "MissingReferenceException: The object of type 'PhotonView' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.". So I expect I need to do the opposite of AllocateViewID, but I don't know how or if that's even possible.
Thanks!

Having Issues Connecting To Master Due To 'Disconnect By Server Logic'

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Hi,
I'm trying to do a simple connect with PUN2 in Unity and I get disconnected due to 'Disconnect By Server Logic'. Before disconnecting, this is what shows in my console:

Server ns.exitgames.com:5058 sent disconnect. PeerId: 955 RTT/Variance:70/26 reason byte: 1 peerConnectionState: Connected

My script is simply this:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;

public class TestConnect : MonoBehaviourPunCallbacks
{
void Start()
{
//PhotonNetwork.GameVersion = "0.1.1";
PhotonNetwork.ConnectUsingSettings();
}

public override void OnConnectedToMaster()
{
print("Connecting to server");
}

public override void OnDisconnected(DisconnectCause cause)
{
print("Disconnected from server for reason " + cause.ToString());
}
}

Can anyone provide some assistance with this? I feel like I have done every check but still no success.

Thanks.

I'm close to quitting Photon... Shuffling Cards

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It's been 35h straight, i've been staying up all night and day non stop trying to figure this out, i read all the forums referring to the topic: Shuffling cards.
https://imgur.com/a/1U0lW1F
I'm working on Card Game that is more of a 2 card match card game style rather than your classic playing card game.
All cards are facing down and and each player flips up a card, so all cards need to be shuffled on Awake().

I know that the master client has to to be the only one to shuffle the cards otherwise each player would have different shuffled board cards. The problem is that i can't send the values of type 'Card' to the other clients:

I know that i must use the Photon Custom data types for that but the problem is that in my type class 'Card' i've got Sprites, strings, gameobjects(particle effects) , array of gameObjects. So you can see where my problem is...

The structure of my game and the core of my problem will make a bit more sense by looking at the screenshots:

- You will see the 'Card' class that i have stated above
- How the Card scriptableObject class is used as a List of 'Card' gameobjects( don't worry i will make it an array instead for Photon) and how each boardCards.card = to the List<Card> in Awake() (Ps: this is the solo mode i know that i would need to call RPC's)
- The editor to see how tbe script is used and attached to the boardCard Gameobject with a PhotonView.

i have tried in Awake(){
if(PhotonNetwork.IsMasterClient){
Shuffle()
for (int i = 0; i < cardAssets.Count; i++)
{

boardCards.GetComponent<CardAnimation>().card = cardAssets;
}
}
After that i learned that i must use Custom data types but i don't know how to do that, i've seen all the forums about it but don't know how to implement it with my 'Card' class.

Please help i'm so exhausted trying to figure out something as simple as this...

Photon Unity Networking (PUN)

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I downloaded the free version of photon from the unity assets store. But I couldn't find a place to enter the Appid in the photon file I uploaded.

pls Help me😓

Need help for loading a scene with both player in.

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Hello, i am using Photon PUN 2 free and i have some issue with it (also i am a debutant in multiplayer). So everything works fine at the start both player can connect on the server and are tp on the hub where they can play with each other. But my problem is when the player want to do the level 1 i used "PhotonNetwork.AutomaticallySyncScene = true;" to tp both player and it is loading the scene "level 1" simultaneously for both player but they are not in the same scene it is loading level 1 for player 1 and another level 1 for player 2 so they are not both in the same scene but in two different scene.

my code to tp is this:

it detects if the player is in the zone if he is and press "F" and if he is the master client it will load the level. Could you help me please to figure out how can i tp both player to the same scene.


Movement issues

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When I try to transfer photon transform view or transform in any way in my game, my character is constantly shaking, I tried to transfer using the velocity value, but this time I noticed that the positions did not match between the clients. What solution do you suggest?

At the moment I am moving with photon serialize by taking the x and y positions and calculating the velocity value required to advance to the target point. But as a result, there is too much distance difference between clients.


Object reference not set to an instance of an object error.

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Can someone help me debug this issue. It will work in editor but not on my mobile build.

Any advice where to start. Seemed to happen all of a sudden.

It seems to crash at every point "PhotonNetwork." is called. It might not be able to find the settings in the Resource folder maybe? Even though it exists.


NullReferenceException: Object reference not set to an instance of an object.

at Photon.Pun.PhotonNetwork.set_NickName (System.String value) [0x00000] in <00000000000000000000000000000000>:0 


NullReferenceException: Object reference not set to an instance of an object.

 at Photon.Pun.PhotonNetwork.StaticReset () [0x00000] in <00000000000000000000000000000000>:0 

 at Photon.Pun.PhotonNetwork..cctor () [0x00000] in <00000000000000000000000000000000>:0 

 at Com.Momas.NewRacer.NetworkManager.Awake () [0x00000] in <00000000000000000000000000000000>:0 

Rethrow as TypeInitializationException: The type initializer for 'Photon.Pun.PhotonNetwork' threw an exception.

 at Com.Momas.NewRacer.NetworkManager.Awake () [0x00000] in <00000000000000000000000000000000>:0 


Autoconnected Player Can't connect: Loading settings failed. ServerSettings asset must be in any 'Resources' folder as: PhotonServerSettings

Photon.Pun.PhotonNetwork:ConnectUsingSettings()

Com.Momas.NewRacer.NetworkManager:Connect()


Here is where I set the nickname of the player



I dont know what photon.pun.photon stream queue.deserialize is and how to fix this error

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InvalidCastException: Specified cast is not valid.

Photon.Pun.PhotonStreamQueue.Deserialize (Photon.Pun.PhotonStream stream) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs:177)

Photon.Pun.PhotonAnimatorView.OnPhotonSerializeView (Photon.Pun.PhotonStream stream, Photon.Pun.PhotonMessageInfo info) (at Assets/Photon/PhotonUnityNetworking/Code/Views/PhotonAnimatorView.cs:564)

Photon.Pun.PhotonView.DeserializeComponent (UnityEngine.Component component, Photon.Pun.PhotonStream stream, Photon.Pun.PhotonMessageInfo info) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonView.cs:544)

Photon.Pun.PhotonView.DeserializeView (Photon.Pun.PhotonStream stream, Photon.Pun.PhotonMessageInfo info) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonView.cs:534)

Photon.Pun.PhotonNetwork.OnSerializeRead (System.Object[] data, Photon.Realtime.Player sender, System.Int32 networkTime, System.Int16 correctPrefix) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:1862)

Photon.Pun.PhotonNetwork.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:2233)

Photon.Realtime.LoadBalancingClient.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3365)

ExitGames.Client.Photon.PeerBase.DeserializeMessageAndCallback (ExitGames.Client.Photon.StreamBuffer stream) (at D:/Dev/Work/photon-dotnet-sdk/PhotonDotNet/PeerBase.cs:899)

ExitGames.Client.Photon.EnetPeer.DispatchIncomingCommands () (at D:/Dev/Work/photon-dotnet-sdk/PhotonDotNet/EnetPeer.cs:583)

ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands () (at D:/Dev/Work/photon-dotnet-sdk/PhotonDotNet/PhotonPeer.cs:1771)

Photon.Pun.PhotonHandler.Dispatch () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:226)

Rethrow as AggregateException: Caught 1 exception(s) in methods called by DispatchIncomingCommands(). Rethrowing first only (see above). (Specified cast is not valid.)

Photon.Pun.PhotonHandler.Dispatch () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:244)

Photon.Pun.PhotonHandler.FixedUpdate () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:145)

invalid cast exception

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i am getting this error

InvalidCastException: Specified cast is not valid.

Photon.Pun.PhotonTransformViewPositionControl.DeserializeData (Photon.Pun.PhotonStream stream, Photon.Pun.PhotonMessageInfo info) (at Assets/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformViewClassic.cs:390)

Photon.Pun.PhotonTransformViewPositionControl.OnPhotonSerializeView (UnityEngine.Vector3 currentPosition, Photon.Pun.PhotonStream stream, Photon.Pun.PhotonMessageInfo info) (at Assets/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformViewClassic.cs:368)

Photon.Pun.PhotonTransformViewClassic.OnPhotonSerializeView (Photon.Pun.PhotonStream stream, Photon.Pun.PhotonMessageInfo info) (at Assets/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformViewClassic.cs:128)

Photon.Pun.PhotonView.DeserializeComponent (UnityEngine.Component component, Photon.Pun.PhotonStream stream, Photon.Pun.PhotonMessageInfo info) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonView.cs:544)

Photon.Pun.PhotonView.DeserializeView (Photon.Pun.PhotonStream stream, Photon.Pun.PhotonMessageInfo info) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonView.cs:534)

Photon.Pun.PhotonNetwork.OnSerializeRead (System.Object[] data, Photon.Realtime.Player sender, System.Int32 networkTime, System.Int16 correctPrefix) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:1862)

Photon.Pun.PhotonNetwork.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:2233)

Photon.Realtime.LoadBalancingClient.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3364)

ExitGames.Client.Photon.PeerBase.DeserializeMessageAndCallback (ExitGames.Client.Photon.StreamBuffer stream) (at C:/Dev/photon-sdk-dotnet/PhotonDotNet/PeerBase.cs:899)

ExitGames.Client.Photon.EnetPeer.DispatchIncomingCommands () (at C:/Dev/photon-sdk-dotnet/PhotonDotNet/EnetPeer.cs:583)

ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands () (at C:/Dev/photon-sdk-dotnet/PhotonDotNet/PhotonPeer.cs:1771)

Photon.Pun.PhotonHandler.Dispatch () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:226)

Rethrow as AggregateException: Caught 1 exception(s) in methods called by DispatchIncomingCommands(). Rethrowing first only (see above). (Specified cast is not valid.)

Photon.Pun.PhotonHandler.Dispatch () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:244)

Photon.Pun.PhotonHandler.FixedUpdate () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:145)

PUN2 and HTC VIVE Eye Tracking

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Please help me because I am having trouble syncing facial expressions when using PUN2 and HTC VIVE Pro Eye.

I thought it would be better to synchronize the Blendshapes values, so I created the following script.


However, when I tried it, the two avatars have exactly the same facial expressions and the facial expressions are not synchronized.

Please let me know the cause and other good ways to fix this.

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