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Channel: Photon Unity Networking (PUN) — Photon Engine
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Rejoin room bug PUN2

So i have the following issue: i create a room(player ttl=60 secs) , i join one player(A used to keep the room alive when player B disconnects) and instantiate it's character, then another player(B the...

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Cross-Platform Gaming

I am currently developing a game that uses Photon Pun and Realtime. However, I have hit a roadblock in my development process. I have tested the game on my laptop (Macbook Pro) and played with a few...

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PUN 2 event got registered even though different App ID was used

Hello, I have experienced a strange behavior in my project which uses PUN2. I have one app ID for the production version of the project (which is built and used on some PCs) and a completely different...

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photonView.IsSceneView returns true after ownership has been transferred to...

Hello, I am using the following code to transfer the ownership of a photonview to a player when he connects.public class PlayerConnection : MonoBehaviourPunCallbacks { public static bool OwnsPhotonView...

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Transfer ownership OnApplicationPause in Unity

I have one network scene game object that I can transfer the ownership of. Whoever is the owner of this object, which I check with photonView.isMine, has the control over the UI of the game (it's a...

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[PUN2] SteamVR/OpenVR cameraRig issues

Hello, We are trying to port an existing SteamVR/OpenVR game to multiplayer. The issue we are facing is that we seem unable to let PUN use the correct camera when the player connects. The camera...

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PlayerNumbering script issue

hi, I have an issue with using the PlayerNumbering script. I have attached it normally, but when I call the function p.getPlayerNumber(), I get indexes of first player to be 0 and second player to be...

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Issue with Photon View in Unity.

In Update function for the nonlocal player it never gets past if(PhotonView.IsMine). It gets past it every time for the local player. The script with the Update function is called PhotonPlayer and it...

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AutoSyncLevel not working, only MC loads level

Hi there, I currently have one main issue, and one minor issue. First one is that calling PhotonNetwork.LoadLevel on Master Client is only working for the master. Everything with networking is working...

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How to set a local variable by means of an RPC function? (PUN2)

Hi to everyone, I'm using the PUN2 framework. Is there a way to change the value of a variable in a client (or in all the clients) script from another client by means of an RPC function? For example,...

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Hi, how to prevent the same IP to enter more than 2 or 3 times to my game...

The thing is, if a player can enter "n" times repeatedly to a game(web-based), and get a nickname, he or she can take all CCU, and block the game.

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Player.NickName doesn't work for me

Player.NickName doesn't work for me, and that's the on used in the setup tutorial! Whjat do i do? edit: here's the code that doesn't work: public void OnPlayerLeftRoom( Player other ) { Debug.Log(...

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Unable to Sync RPC value to clients joining later

Hi, As the title says, I'm unable to sync values on Clients Joining later i.e I send the RPC already and when a client joins it doesn't get buffered on its app. Please note: 1. I am using...

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IPv6 for Unity iOS Exports

Apple now requires iOS apps to support pure IPv6 connections. We tested PUN v1.75 and it supports IPv6, including the "Best Region" setting. If you use the Photon Cloud, you only have to make sure your...

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How build for WebGL?

Sounding perhaps enough foolish, but when I build for WebGL (Unity 2019 latest) when I choose "development build" then after uploading to Heroku, it works fine, while if I build for production, I get...

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Avatar controls given to others when a user leaves.

I have a photon room setup, and after a user joins, they network instantiate an Avatar they control. Strangely, when a user leaves the room - most commonly via quitting the app or turning off the...

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Photon as server

Hello, I've been following this tutorial so that I can learn how to use and better understand Photon 2, so far so good. The tutorial is focused on batteroyale kind games, where we have game players...

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Managing Local multiplayer and Online Multiplayer

Hello All, For a project I'm working on, which already has local (offline) multiplayer, I need to implement networking functionality. For this I'm using PUN. The networking part is not the problem...

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What does "Disconnects/h per peer" mean in the dashboard?

We are hitting max CCU of 470-480 users. We see that we are having max "Disconnects/h per peer" of 161. What does this mean? Is this bad?

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Joining an already running room

I am trying to create a simple game, that will consist of up to 50 players in a single room. I've downloaded and configured the server, but all the examples included with the unity bundle only spawn...

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