PhotonPlayer.CustomProperties set before PhotonView.Find(id) works
Hello,I have a situation where if a new client connects, the OnPhotonPlayerPropertiesChanged is called for each player. One of the check I do is that I check if the player has an objective in the...
View ArticleMessage Rate
Hey guys long time no talk.@Tobias Did the Message rate change or something?I just did some testing with two clients (Unity and WebGL).I always thought the message rate was 10 * 10 * player count (10...
View ArticlePhoton Friends list while connected to Room
Hi Photon,I am using below pasted code to get my friends status from photon i.e if they are online and in lobby or in some room. Everything works as expected if "FindFriends" calling peer is not...
View ArticlePhotonNetwork keep objects after re-join
Hello, I'm having quite a simple issue with sync objects identity. I've created basic room with cubes. Im trying to connect to the exists room but after joining to the exists room I'm not able to see...
View ArticleNew to networking and PUN questions
Hi everyone, I have started learning multiplayer development by reading Gabriel Gambetta's blog and worked through the tutorials available in Unity's UNet. However the tutorials seem to be non-server...
View ArticleTell to other players, if a player internet connection is slow
Hi, thanks to photon team for this great backend engine,i was wondering how can i manage slow connections for other players, for example i have a realtime game it based on player speeds when a player...
View ArticleHow to get scene load progress when using photonnetwork.loadlevel
Hi, I use photonnetwork.loadlevel to load my scenes and I have it set up so that when the master client switches the other players in the room automatically switch as well.Usually in unity to do a...
View ArticlePUN Custom Authentication - Steam?
Hi,I noticed in the code for LoadBalancingPeer.cs, that there are three CustomAuthenticationTypes : None, Custom, Facebook, and Steam. I was suprised about steam, as I had not seen that documented in...
View ArticleRoom CustomProperties is not updating with values
While creating a room, i am updating both the CustomRoomProperties and CustomRoomPropertiesForLobby RoomOptions roomOptions = new RoomOptions() { }; roomOptions.MaxPlayers = (byte) maxPlayers; string[]...
View ArticleLag spikes every 1-3 seconds
I recently tried to use Photon Pun for our game, everything is wonderful except that there are lag spikes that happen every few seconds.Ping is good and stable at under 30-80. I thought it was game's...
View ArticleRaise Event Question
I'm sending an object array with multiple types (Vector3, int, byte, etc.) as the "content" when raising an event. Below is what I'm sending when I raise the event. object[] eventContent = new object[]...
View ArticleRaiseEvent Doesn't Work In Offline Mode
I wanted to use RaiseEvents for a persistent manager object where I can't use a PhotonView, but they don't seem to work in Offline mode.Any chance we could get this working?
View ArticleSynchronizing Third Person Character
Hello Guys! I am making a multiplayer third person game. I have a character prefab and it consists of an empty game object with the actual character and third person camera as children. I am able to...
View ArticleIPv6 for Unity iOS Exports
Apple now requires iOS apps to support pure IPv6 connections.We tested PUN v1.75 and it supports IPv6, including the "Best Region" setting. If you use the Photon Cloud, you only have to make sure your...
View ArticleErrors in NetworkPeer.cs
InvalidCastException: Cannot cast from source type to destination type.NetworkingPeer.AlmostEquals (System.Object one, System.Object two) (at Assets/Modules/Photon/Photon Unity...
View ArticleisVisible = true doesn't make the room visible in the lobby
Simple thing:Users can create private (isVisible=false) rooms and I want to add the option to make the room visible again.Turns out: PhotonNetwork.room.isVisible=true seems not to update the prop to...
View ArticleHandling spawning of players from different teams.
We currently have a game which works like this;Players connect and join lobby. At this point the players are together in a room and are in the same scene with nothing but a GUI showing who is in and...
View ArticlePhotonNetwork.ConnectToBestCloudServer() Fails to Connect
Hi, calling PhotonNetwork.ConnectToBestCloudServer() results in CloudRegionCode.none, but PhotonNetwork.ConnectToBestCloudServer() with usw (my closest region) works fine. Is there something I need to...
View ArticleWhere is the kick player listener
photonnetwork.closeconnection(player);It only works OnLeftRoom()How to tell kick user Thrown out of the room
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