Hello, it is my understanding that any time RaiseEvent is used to send a message from one client to one or more other clients, this message first goes to a photon server, and then on the the recipient(s). First, is this always true? If so,
1) is there a way within the photon system to send direct udp messages between clients without going through a relay server?
2) if not, is there a way to use photon to get the information needed (ip address etc) to set up a udp listening server in C# apart from photon.
My goal is to use photon for almost all communication between clients in the game, but while a match is going on, I want to send unreliable udp messages directly between clients regarding position, rotation, speed, etc. Skipping the relay server would cut the latency in half.
Has anyone tried setting something up like this?
1) is there a way within the photon system to send direct udp messages between clients without going through a relay server?
2) if not, is there a way to use photon to get the information needed (ip address etc) to set up a udp listening server in C# apart from photon.
My goal is to use photon for almost all communication between clients in the game, but while a match is going on, I want to send unreliable udp messages directly between clients regarding position, rotation, speed, etc. Skipping the relay server would cut the latency in half.
Has anyone tried setting something up like this?