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Channel: Photon Unity Networking (PUN) — Photon Engine
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A game with the specified id already exist

Hey guys! I reaching out for some help, having a problem with this: As it's always 4 players in a game and it works fine 95% of the times and we get a normal PhotonID. But sometimes when 4 players are...

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One final hurdle after reconnecting

In my RTS game I would like players to reconnect after disconnecting and I am almost there except for one small problem which I hope someone can help me with.I have a room and have set the PlayerTtl to...

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Unity .NET 4.6 experimental setting is not supported

Hi Everyone, Just to make sure you don't turn on .NET 4.6 and stick to the stable .NET 3.5We are getting more and more issues report that actually link back to the use of this experimental .NET 4.6 and...

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Custom Authentication Suddenly Stopped Working

A legacy project has stopped authenticating properly through Photon Real-time. The code hasn't changed in over a year.Photon reports the usual cryptic error:"Custom Authentication failed (either due to...

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Help Me!

Hello, dear users of Photon Unity Network! I really like to study it. But I ran into a problem. To start, I will describe what I did:I created a cube by clicking on which points are increased by 1.The...

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Photon - problem with RPC calls

I'm writing a card game using Vuforia and Photon in Unity Game Engine. In my application there are some gameobjects that have photonView and they belong only to the scene view ("_GameManagement",...

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Photon not disconnecting if we disconnect internet while connected

Hi,We are facing this issue with PUN. While game is running and if we disconnect internet, we don't get disconnect callbacks and game keeps running.PUN + 1.73Unity 5.4.2p2Steps to reproduce1. Connect...

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Different send rate per photonview

Are we able to have different sendrate for different photonviews? I would want different objects to updated at different rates to optimize the data trasnfer.

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CCU Question

Do offline users count as CCU? Because its still count in Online Players.

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Conserving Msg/sec in movement

Hi all,I should start out with some backstory on the game I'm making. It's an arena-based mech shooter that (we hope) will be able to support up to 8 players at once.I've been trying to research as...

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Avoiding unwanted CCUs

Hello,our team is about to release a build to some testers and friends to get feedback, stress test etc. One thing I realized is that if somebody owns a copy of an old build, they could potentially use...

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rigidbody2d sync problem!

Hi.I am working 2d running game. In game, there are lots of obstacles which players get killed if they touch them.but i have a sync issue. while running and jumping, In my scene i look other player...

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Synchronize Kinect Animation

Hi! I've been playing around with the PUN Basics Tutorial in order to test it as a replacement for Unity Networking in my project.The first thing I would like to ask is this: is it possible to...

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How can I get a PhotonNetwork.playerList in joining order?

Hi, I'm creating a 4 players game, with rounds to pass a gun. There's only one gun (in a room) and it starts with only 1 player, after 10 seconds it passes to the second player in sequence and after...

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Photon Player Class

Does the Photon Player properties sync over the network? The reason I ask is because Room properties does, so I'd assume they do, but not sure, never used Player Properties before. Tried to look them...

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Unable to respawn

Hey, I am having a problem in respawning a player when it leaves room.After the Master Client starts the match and when everyone joins it, all players get spawned and if clients leave room they rejoin...

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OnMouseDown() with Network Instantiated objects

I added a basic monobehaviour with an OnMouseDown() function to a network spawnable object . This is so the player can select the object at runtime by clicking on it.The OnMouseDown() works when the...

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what if I choose both interpolate and extrapolate options in photon transform...

will photon ignore one of it automatically OR is there some way to combine both strategies?THX

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can we use different send rate for different variables?

i mean now i know we can define PhotonNetwork.sendRate.but what if we've got some variables needed to be synced more and less frequently?Allocate different sendrate may enhance game's efficiency,Can we...

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Update API's and Lack of IntelliSense

Just started using Photon Pun, and noticed two things:1. When importing PUN into my project, unity immediately asks me to run an API updated because some of them use "old code" 2. My Intellisense is...

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