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Channel: Photon Unity Networking (PUN) — Photon Engine
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Multiple scenes

i have two maps in different scenes scene Ascene BEverything works fine except when some player enters the scene A, he visible and moves on the scene B. ??!i think because the player going same roommy...

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Multiplay, mechnaim based players.

HiyaSo I currently have implemented multiple with mechanim based avatars. I have the transfrom and animator viewers, as well as a view of my one component that uses the read/write streamsSo far, most...

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Player Name Blank When Connecting

I'm trying to obtain the names of new players that join a room. Despite the client setting its PhotonPlayer's name to something, the player that OnPhotonPlayerConnected provides on the master client...

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PhotonTransformView and PhotonRigidbodyView

Long and short of it is, if the players have rigidbodies, what should I use to synchronize it?I'm currently using transform view but unfortunately even with interpolation/extrapolation, it's rather...

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PUN vs Realtime vs Turnbased

Hi there, I've never used Photon before. I'm interested in making a Unity game that involves asynchronous drawing and responding to such. I'm a little confused as to all of the product offerings of...

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flash Games and server side networking

Hi AllI am working on a game with a friend but while we have been testing it we have run into some issuesThe first one is that the game is an open world game where you can move about and interact with...

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Connect() to 'ns.exitgames.com' failed: System.Net.Sockets.SocketException:...

I keep getting this connection failed error in my unity. Am using the free version of PUN to develop my game and it creates alot of issues while testing. It doesnt always happen, but its pretty common....

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Multiple Join Disable

I want the same user logging on from different devices.I did research for it I found this CheckUserOnJoinbut i think this is no longer validi see code commented disable //public bool CheckUserOnJoin {...

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Having trouble following part 9 of PUN Network tutorial

I'm following the PUN Network Tutorial found here:https://doc.photonengine.com/en-us/pun/current/tutorials/pun-basics-tutorial/player-ui-prefabThe trouble that I am having is that in the sample code it...

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PUN 1.75 is not compatible with .NET 2.0 Subset API Compatibility Level

Hi,After updating PUN version from 1.73 to 1.75 iOS build gives the following error.After changing API Compatibility Level to from .NET 2.0 Subset to .NET 2.0 I can take build successfully.I think...

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Duration of buffered RPCs

Hi,When using buffered RPCs, e.g. PhotonTargets.AllBuffered, how long will the RPC 'history' be remembered? Will all buffered RPCs be remembered for the whole lifetime of the room? Or are they expired...

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Is there an OnPhotonDestroy (similar to OnPhotonInstantiate)

Hey,Do we get a callback when a netowrked object is detroyed?I don't see anything here:http://doc.photonengine.com/en/pun/current/tutorials/instantiationThanks,

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Region is none

Hi, I'm trying to get a list of regions for players. I've manage to get 'a' list, but there is an issue:http://i.imgur.com/lLcm2pb.pngAs you can see many of the regions are 'none. This is the code I'm...

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IPunPrefabPool Working Sample with SmartPool(free)

Hi Everyone, I created a working sample of IPunPrefabPool for effectivly use a pooling system for your network object instances. works from Unity 4.7 and Unity 5.It's available on github:...

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IPunPrefabPool Example for Object Pool

Hi ,I want to pool my effects in my network game.Can you pleas provide some example how to do it .What i tried 1. Add PhotonView in Effect and Call PhotonNetwork.InstantiateAnd it gets visible in all...

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Requesting info from the room when in the lobby

I am needing to display a list of players and other information before the player enters the roomI know I could use Room Properties for this - but I was imaging it would be a large list of information...

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CheckUserOnJoin() disable method?

RoomOptions.CheckUserOnJoin=true; error method not foundI m control this file "LoadbalancingPeer.cs" line 1488 CheckUserOnJoin disablewhat can I do?

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how to sync or map animations in FPS game

First let me say I have experience in network coding of multiplayer games, but this is my first time using bolt. I am working on an FPS game where the the FPS animations of the player will be different...

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Serialization in RPC problem.

My RPC call is looking kind of like this:object[] objectArrayToSend = GenerateObjectsToSend();photonView.RPC("MyRPC", PhotonTargets.All, new object[] { objectArrayToSend });So I'm sending an array of...

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Best way to send Trail Renderer over network?

Hello everybody,I was wondering if anybody knows the most efficient way of sending a trail renderer over the net so all other players will see and but more importantly be able to interact with it.You...

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