Sync a hit effect, player shoots, hits a player, blood particle plays at hit...
this is the current code, what i thought might work was accessing the players decal system which contains blood hit effects. Grabbing the players own blood hit effect and playing that particle at the...
View ArticleCan't re-enter the game room
When I try to re-enter the game room after staying in the lobby for a while, nothing happens and I can't get in the game room. First entering and re-entering use the same Unity source code.Another...
View ArticleAbsolute path in output_log
Hey there, I'm trying to make sense of these messages in the output_log.txt for a development of build of our project (seeing MANY of these). OnEvent: Event 210....
View ArticleDifferences between Lobby and Room
Hi, I've been some years programming on Unity and now I am trying to dive into networking. What I try to achieve I think is a pretty simple case...The player chooses if he will play as hero or enemy...
View ArticleUnsure how to serialize MonoBehaviours and Scriptable Objects
Hi all, I have made an AI system that uses both MonoBehaviours and Scriptable Objects and I need to sync information between the two. This results in having to pass the MonoBehaviour around or at least...
View ArticleNotifying event when other user going in background
Hi,How to get notifying event immediately when other user appliaction lose focus.Is there any event which is called immediately when other user appliaction lose focus.
View ArticleGetroomlist does not work
Hi evryone private void OnJoinedLobby() { RoomOptions Options=new RoomOptions(); Options.MaxPlayers=10; Options.IsVisible=true; for (int i = 0; i < 3; i++) { PhotonNetwork.CreateRoom("Room " + i,...
View ArticleExhausting EventCodes in PhotonNetwork.RaiseEvent()
Raising events over Photon is a great way to get a lot of your code working in a pretty de-coupled way without needing to have handles on PhotonViews. One issue is the upper bound on the number of...
View ArticleCannot cast from source type to destination type.
Cannot cast from source type to destination type.PhotonAnimatorView.DeserializeDataContinuously () (at Assets/Photon Unity...
View ArticleBest approach for syncing child transforms
I have an object with multiple child objects that move in different ways that I want to keep synced. It seems to work to have PhotonView/PhotonTransformView components attached to the relevant child...
View ArticleSyncing Decal system. Only works for master client.
Im PhotonNetwork.InstantiatingSceneObject which is my particle prefab. When the player shoots the ground i want the particle system to play for all players. Currently it only works if a client shoots...
View ArticleHiring someone to help
Im offering compensation. Hourly or fixed. I have an upwork account and can pay through there or through paypal. I use team viewer so we can work together on my computer. Current issues are setting up...
View ArticleWhat Does This Error Mean?
Hi,I'm using OnPhotonSerializeView to send and receive information between players. It works most of the time however I will occasionally get the following error:IndexOutOfRangeException: Array index...
View ArticleGoing on background or application lose focus , photon discoonect.
Hi,In my application when i am connected to photon in android , when my application goes in background, photon disconnect.Note : I haven't joined any room yet.How can i again connect to photon when...
View ArticleGetRoomList doesnt work in Unity 2018.2
Hello,Like i do normally i am using GetRoomList but it doesnt work. But when i do JoinRandomRoom it works. It joins but the point is getroomlist doesnt work and getroomlist.length is always 0.How can i...
View ArticleNetworking between two separate projects
Hi, I was wondering if there is a way to get networking between two different projects. My goal is to make a Unity project for HTC Vive in Standalone and another for HoloLens in UWP. Is it possible? If...
View ArticlePlayer joining match sees old destroyed scene objects?
Hello, I'm running into a strange bug and I'd like to see if there's a way to solve it. We've got a lobby/match setup almost identical to Call of Duty 4. Players press "quick match" and join/create a...
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