Quantcast
Channel: Photon Unity Networking (PUN) — Photon Engine
Viewing all articles
Browse latest Browse all 8947

Some basic questions

$
0
0
Hello all,
I am working on a game that is a card game that has 2 to 6 players with more state of the game tracking rather than physics or player control tracking.

I have been beating my head against the wall that is uNet and all the various different platforms out there and I am looking into PUN. I come from a Client/Master Server/Game Server kind of view of the world and I am trying to fit Photon and Unity into that view.

I am looking for both the high level overview and where the individual components of the architecture interface and how they relate. I have a some basic questions that with answers might help my understanding.

Here are the questions:

1) When you create a room, does this create another copy of the game running on a separate server?

2) Is there a diagram of the architecture between all the components somewhere? How does the executable that I make with Unity fit into that architecture other than just hooking to the PUN service?

3) On the Photon Cloud the docs say you can't have server-side code. Does this mean you can't have a central source of truth under the server's control rather than the clients having control over game state?

4) Does Photon Cloud support the Client/Master Server/Game Server model or do I need to use OnPremise to do that?

Any help would be greatly appreciated.

Z

Viewing all articles
Browse latest Browse all 8947

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>