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Channel: Photon Unity Networking (PUN) — Photon Engine
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Disconnects Between 3G HSPA 4G W-Fi

Hi, I have been having seemingly random disocnnects when using mobile data in our game. Recently I noticed that the disconnects coincide with the mobile connection changing mode. I just had it happen...

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How to send small chunks of a big data and then resemble them?

It works when I use PUN to send data from one player to another one. But it is impossible to send big data (~2MB) using PUN so I am thinking about splitting big data into small chunks and sending using...

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RoomInfo.CustomRoomProperties is empty on lobby?

Here's how I create the room: public void CreateRoom(string name, string mode, string map, int maxPlayers) { popupCreateLobby.SetActive(false); popupConnecting.SetActive(true);...

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Errors in NetworkPeer.cs

InvalidCastException: Cannot cast from source type to destination type.NetworkingPeer.AlmostEquals (System.Object one, System.Object two) (at Assets/Modules/Photon/Photon Unity...

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Instantly recycle player IDs?

I've noticed that when a player leaves the room, its ID is not available for reuse. Example: Bob joins Room A and is assigned ID 2. Bob leaves Room A. John joins Room A. John is assigned ID 3.What I'd...

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PhotonServerSettings "Run in Background"?

startup guide appears outdated, the docs search and forum search can't find it either :P super mysterious setting, indeed!Thanks

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Joining a server with other players on separate versions -- shouldn't happen,...

In the live version, people join "v0.8.30b", for example. In our test version, players join version "1". However, both versions are thrown together in the same lobby: I read that they should be...

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OnJoinedLobby() isn't called after first login for the session

"Called on entering a lobby on the Master Server.""OnJoinedLobby() or OnConnectedToMaster() are called when PUN is ready"The callback works after failing to join a room or every other time it's...

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Many Moving Objects (Optimization)

Hello All,I have a photon networking game in a space environment. There are many 'asteroids' that move independently for the player to evade. They can crash into each other and bounce off. They can...

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Sync problem when mobile press home button,Please HELP me, I'v searched for days

I made a card game on mobile with 3 players using unity3d. If the playerA is the master client, when playerA press home button, the game stucks, no sync will do. so the next playerB will not get his...

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SceneObject's photonview's ownership when master client changes

Hi,I'm just seeking a clarification as to ownership rules when there's a master client switch. Short Summary:Since sceneobjects are technically owned by the master client, I'd expect photonView.isMine...

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Namespace conflict with WWise: ErrorCode

I am trying to integrate both WWise and Photo into the same Unity project. However, both use the global namespace class 'ErrorCode' - could this be safely moved into the Photon namespace?

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How to load scene addictive using PUN?

Hi,I am porting my current offline game to multiplayer mode.My current game using Unity load addictive scene. Something like this:We have a base scene, which load the players and stuffs. From base...

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SetMasterClient issu, OperationResponse 252: ReturnCode: -2 (CAS update...

hey,I use PUN in my game,When Master Client player press Home button on mobile or switch to other application,I want to switch that master client to other players in room,But I always got an err...

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libPhotonSocketPlugin.a 64bits

Hello everyone,I'm in a quite bad situation when I have to release an iOs app I've made three years ago on the app store.But some things have changed like the Apple Policy for the 64 bits submission....

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Sync Child GameObjects

the sword is a child of the playerand It has a Script so It can swing using Quaternion.Euler when you left mouse clickIt doesn't swing for the other clientIt only swings for meI mean the other client...

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[PUN] Only send data to specific client

Hello,I'd like to know how it is possible to implement a client sending data only to a specific client.Using OnPhotonSerializeView, my understanding is that the packets are sent to all players. I'd...

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Question about PlayerTtl

Regarding PlayerTTL, the documentation states that "If a client disconnects, this actor is inactive first and removed after this timeout. In milliseconds."So my question are1) does the application need...

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Webhooks - how to send full state of the room?

The document says:State: a serialized snapshot of the room's full state. It's sent only if SendState webflag is set when calling OpSetCustomProperties.I change LoadbalancingPeer.cs but it still does...

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Had to lookup view that wasn't in photonViewList

The name of the object in this error is a prefab i spawn as a sceneobject. I'm making a moba and it is my lane creeps giving me this warning. It only sometimes gives me the warning, i really don't know...

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