Extra prefabs gets spawned
I use the following code to spawn Players. But when its called both master and client there are extra prefabs getting spawned. Can someone help me? Exactly 3 Target(clone) and Player(clone) are...
View ArticlePvP Collision Based Multiplayer
Hi folks, I'm fairly new to network programming, and especially PUN having only downloaded it a couple of days ago. I was hoping to get a little advice as to how I might go about achieving my game...
View ArticleHow would I architecture my code
I'm switching from UNet to PUN and I have some questions on how to architecture my code. In UNet I had a pretty simple formula: player sends input to server, server does stuff, server updates relevant...
View ArticleHow to make master client who has lowest lag?
I would like to choose master client that player has the lowest lag. How can I achieve that?
View ArticleObjects not spawning in formation
I use this code to spawn players and targets but somehow they are spawned out of place.Can someone help me? <pre class="CodeBlock"><code>[PunRPC] public void RPC_SpawnTargets() { int i = 1;...
View ArticleHow many photonviews can a room have max? Please read my scenario!
Im developing a game where you can shoot high speed bullets. very fast. and a lot. But there are 2 scenarios:I Photonnetwork.Instantiate each bullet (with transferred ownership) and it has very good...
View ArticleHiring programmer to implement PUN
I'm looking for a programmer well versed in Photon Networking to help get my project's photon networking implemented.This is a paid contract gig. Either hands on programing or as a consultant. I've had...
View ArticleIs room.SetCustomProperties costly?
A question, can I use PhotonNetwork.room.SetCustomProperties at rather high frequency, or should I add my own caching layer that sort of first bundles up the changes and then transmits them in...
View ArticleFallback when Photon machine broken?
The EU region was recently down during a critical time for us, and support told me that it was due to one machine's hardware failure. That machine hardware's has since been fixed, but my question is,...
View Articleisnt 500 messages/s tooooo low for a battleroyale game?
is there anyway to run the game without doing 1 message per player and second while only sending it to quarter the players in the room? just to get close to the 500 messages range ( i doubt it will...
View ArticleRam Crash
Exception: DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!Is this a ram crash? And if it is can anyone tell me how to...
View ArticleRPC ends up on synced player instead of the real remote player
So, I have a PhotonView on my player that gets Instantiated.The problem is that when I try to send an RPC to the same object on a remote client, the view IDs won't match and it ends up on a synced...
View ArticleOnPhotonInstantiate(PhotonMessageInfo info) - info.photonView returning as...
I'm unable to find any help on this. All the topics I've found seem to dodge the answer.So I have PhotonNetwork.Instantiate() in a script spawning a new game object in the scene.In the new game object,...
View ArticlePhoton not rejoining Master Server after leaving room
Hi, I'm having an issue where Photon Network doesn't appear to rejoin the Master Server after leaving a room.In our game, we switch between online and offline modes. This involves changing to a...
View ArticleHow do I create 1 host and 3 clients, instead of 4 clients/hosts
Hello,I am currently creating a game using photon Networking, and I am having a problem with defining a host. Basically I spawn some cubes right now, that are spawned locally on every user's program,...
View ArticlePhotonNetwork not connecting to master server after leaving room
Hi, I'm having an issue where Photon Network doesn't appear to rejoin the Master Server after leaving a room.In our game, we switch between online and offline modes. This involves changing to a...
View ArticleConnecting with Dubai
Hi,We've had a few issues getting PUN working from Dubai, the tests done in dubai cannot even create a room, let alone connect with us/join our rooms (in Australia).We currently have the region set to...
View ArticleCharacter Duplicate, Start Game when players are ready and nonrestrictive spawn.
This is my game logic: - player joins game, - finds and enters a room - when room master clicks on start room, all player who has a player.customprop[IS_READ] should load into a new scene(eg: MAP),...
View ArticleConnecting a client on the same machine as Photon self-hosted server with...
Hello,I am running a self-hosted Photon server on a machine with a static public IP.I can connect with external clients to this server, and everything works fine.When I try to connect a client on the...
View ArticleCreating Lobby using Photon Chat Channel
Hi,We have a live multiplayer game. Which uses Photon Realtime and Photon Chat. We have friends list coming from our server and using PUN Chat for online status and group chats. Now we want to...
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