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Channel: Photon Unity Networking (PUN) — Photon Engine
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How to make a turn-based game with the photon classes???

I joined the link below: https://doc.photonengine.com/en-us/pun/current/demos-and-tutorials/package-demos/rockpaperscissors-demo But I can not put into practice, much less know how to use the following...

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[Sandbox-Game] Save Scene Map after game end

Hello Everyone, I want to create an Multiplayer Survival & Sandbox Game with PUN. In the game, all players will can build some House with some GameObjects. But i have an question, if all players...

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Displaying Game Over Win/Lose to players

Currently within my game I want to have a display appear on screen when players reach a certain point limit. It works for the most part. Where I can check to see what everyone's points are at then...

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unity 18.2 not supporting photon rpc

i have updated to unity 18 and photon callbacks are not working

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GetRoomList() not Work

i have make a simple main menu with a input field and a button: public InputField NameField; bool Pressed = true; public void OnClick_ConfirmB() { if(NameField.text != "" && Pressed == false) {...

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100ccu plan , bandwith limit ?

Hi, what hapens when the 100ccu plan exceds the 3gbx100 of bandwith? connections are refused or fees are applied ? I see that for the 20ccu plan "The traffic included is 3 GB per Plan CCU. No further...

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How does isMessageQueueRunning work? Does it pause the queue only for the...

I suppose i'm a bit confused on how the messageQueue actually works. I did manage to use it to get our game working correctly but it feels like its working half on luck because I don't understand this...

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ClientState.Queued Removed in Pun 2

As the title suggests this has been removed in PUN 2. Just curious what it has been replaced with?

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How long after player is disconnect are Player Custom Properties deleted?

Is it the PlayerTTL time?

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OnPhotonPlayerPropertiesChanged() raised only once when two properties changed

If two players change their custom property at nearly the same time, OnPhotonPlayerPropertiesChanged() only seems to fire once. Is this normal operation?

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Do Player custom properties update for the client with IsMessageQueueRunning...

I do not see player properties update if I poll the local Hashtable while IsMessageQueueRunning = false. Is this normal operation?

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Preventing networked instantiation

Hey! I'm running into a slightly weird use case I could use some guidance on. I need to have a conventional multiplayer game that an unconventional client connects to to stream in some information. The...

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Players with bad connection

How to deal with players who has bad connection? High ping is not problem in most cases, but when player teleports constantly (is not sending/receiving for a second, or even more) it leads to problems...

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Question regarding large 2D Arrays

Hello everybody, :) I'm curious how to deal with synchronizing large 2D integer arrays across clients. From what I've read, I think the best way is to somehow serialize them into a byte array and send...

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Transfer Master Client, SPAWN

Conflict Master of Clients In my online game there is an advertisement that stops the game. In this regard, I introduced the Master Client transfer function (the client will be picked up by the Master...

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Ex master dont receive buffered RPC

So, here's situation. Master client sends RPC with PhotonTargets.AllBufferedViaServer. All new clients receives this RPC. If any of client that is already in room and received it then leaves this room...

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SteamVR Controller Tracking

Hello there, I'm currently trying to implement VR into a multiplayer game that's being worked on. Having one VR + any number of PC players is fine, but the issue comes from multiple VR users; when one...

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Photon Unity Matchmaking, Find disconnect cause?

Is there a callback which will tell me exactly why my player is disconnected? it started happening recently. I was hoping to make use of Disconnect Cause somehow. Is this an option in matchmaking?...

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how to clear rpc buffer of specific object

i wanna know how to clear rpc buffer of specific object. if the object is destroyed in all client , is rpc buffer of the object view cleared???????

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VR Player Prefab Setup

I'm currently building a VR multiplayer game using VRTK along with PUN but I'm a bit confused on how the VR player prefab should be set up. At the moment I have the player prefab intantiated into a...

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