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...
View ArticleMultiplay, 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...
View ArticlePlayer 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...
View ArticlePhotonTransformView 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...
View ArticlePUN 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...
View Articleflash 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...
View ArticleConnect() 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....
View ArticleMultiple 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 {...
View ArticleHaving 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...
View ArticlePUN 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...
View ArticleDuration 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...
View ArticleIs 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,
View ArticleRegion 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...
View ArticleIPunPrefabPool 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:...
View ArticleIPunPrefabPool 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...
View ArticleRequesting 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...
View ArticleCheckUserOnJoin() disable method?
RoomOptions.CheckUserOnJoin=true; error method not foundI m control this file "LoadbalancingPeer.cs" line 1488 CheckUserOnJoin disablewhat can I do?
View Articlehow 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...
View ArticleSerialization 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...
View ArticleBest 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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