Photon Pun



Groups the most important classes that you need to understand early on. More..

Classes

class PhotonNetwork
The main class to use the PhotonNetwork plugin. This class is static. More..
class PhotonView
A PhotonView identifies an object across the network (viewID) and configures how the controlling client updates remote instances. More..
struct PhotonMessageInfo
Container class for info about a particular message, RPC or update. More..
class PhotonStream
This container is used in OnPhotonSerializeView() to either provide incoming data of a PhotonView or for you to provide it. More..

Photon PUN Benefit from a tight Unity integration to easily develop and launch multiplayer games world-wide. Export to all Unity supported platforms including consoles.

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Enumerations

enum ClientState
State values for a client, which handles switching Photon server types, some operations, etc. More..
enum PunLogLevel
Used to define the level of logging output created by the PUN classes. Either log errors, info (some more) or full. More..
enum RpcTarget
Enum of 'target' options for RPCs. These define which remote clients get your RPC call. More..

Functions

void OnPhotonSerializeView (PhotonStream stream, PhotonMessageInfo info)
Called by PUN several times per second, so that your script can write and read synchronization data for the PhotonView. More..

Detailed Description

Groups the most important classes that you need to understand early on.

Enumeration Type Documentation

ClientState

State values for a client, which handles switching Photon server types, some operations, etc.

Enumerator
PeerCreated

Peer is created but not used yet.

Authenticating

Transition state while connecting to a server. On the Photon Cloud this sends the AppId and AuthenticationValues (UserID).

Authenticated

Not Used.

JoiningLobby

The client sent an OpJoinLobby and if this was done on the Master Server, it will result in. Depending on the lobby, it gets room listings.

JoinedLobby

The client is in a lobby, connected to the MasterServer. Depending on the lobby, it gets room listings.

DisconnectingFromMasterServer

Transition from MasterServer to GameServer.

ConnectingToGameServer

Transition to GameServer (client authenticates and joins/creates a room).

ConnectedToGameServer

Connected to GameServer (going to auth and join game).

Joining

Transition state while joining or creating a room on GameServer.

Joined

The client entered a room. The CurrentRoom and Players are known and you can now raise events.

Leaving

Transition state when leaving a room.

DisconnectingFromGameServer

Transition from GameServer to MasterServer (after leaving a room/game).

ConnectingToMasterServer

Connecting to MasterServer (includes sending authentication values).

Disconnecting

The client disconnects (from any server). How to import contacts from google account to outlook. This leads to state Disconnected.

Disconnected

The client is no longer connected (to any server). Connect to MasterServer to go on.

ConnectedToMasterServer

Connected to MasterServer. You might use matchmaking or join a lobby now.

ConnectingToNameServer

Client connects to the NameServer. This process includes low level connecting and setting up encryption. When done, state becomes ConnectedToNameServer.

ConnectedToNameServer

Client is connected to the NameServer and established encryption already. You should call OpGetRegions or ConnectToRegionMaster.

DisconnectingFromNameServer

Clients disconnects (specifically) from the NameServer (usually to connect to the MasterServer).

ConnectWithFallbackProtocol

Client was unable to connect to Name Server and will attempt to connect with an alternative network protocol (TCP).

PunLogLevel

Photon pun vs realtime

Used to define the level of logging output created by the PUN classes. Either log errors, info (some more) or full.

Enumerator
ErrorsOnly

Show only errors. Minimal output. Note: Some might be 'runtime errors' which you have to expect.

Informational

Logs some of the workflow, calls and results.

Full

Every available log call gets into the console/log. Only use for debugging.

RpcTarget

Enum of 'target' options for RPCs. These define which remote clients get your RPC call.

Enumerator
All

Sends the RPC to everyone else and executes it immediately on this client. Player who join later will not execute this RPC.

Others

Sends the RPC to everyone else. This client does not execute the RPC. Player who join later will not execute this RPC.

MasterClient

Sends the RPC to MasterClient only. Careful: The MasterClient might disconnect before it executes the RPC and that might cause dropped RPCs.

AllBuffered

Sends the RPC to everyone else and executes it immediately on this client. New players get the RPC when they join as it's buffered (until this client leaves).

OthersBuffered

Sends the RPC to everyone. This client does not execute the RPC. New players get the RPC when they join as it's buffered (until this client leaves).

AllViaServer

دانلود بازی chicken invaders 4 ultimate omelette easter edition. Sends the RPC to everyone (including this client) through the server.

This client executes the RPC like any other when it received it from the server. Benefit: The server's order of sending the RPCs is the same on all clients.

AllBufferedViaServer

Sends the RPC to everyone (including this client) through the server and buffers it for players joining later.

This client executes the RPC like any other when it received it from the server. Benefit: The server's order of sending the RPCs is the same on all clients.

Function Documentation

OnPhotonSerializeView()

void OnPhotonSerializeView (PhotonStreamstream,
PhotonMessageInfoinfo
)

Called by PUN several times per second, so that your script can write and read synchronization data for the PhotonView.

This method will be called in scripts that are assigned as Observed component of a PhotonView.
PhotonNetwork.SerializationRate affects how often this method is called.
PhotonNetwork.SendRate affects how often packages are sent by this client.

Implementing this method, you can customize which data a PhotonView regularly synchronizes. Your code defines what is being sent (content) and how your data is used by receiving clients.

Documentation

Free cod4 aimbot for mac. Unlike other callbacks, OnPhotonSerializeView only gets called when it is assigned to a PhotonView as PhotonView.observed script.

Photon Pun Documentation

To make use of this method, the PhotonStream is essential. It will be in 'writing' mode' on the client that controls a PhotonView (PhotonStream.IsWriting true) and in 'reading mode' on the remote clients that just receive that the controlling client sends.

Photon Pun2

If you skip writing any value into the stream, PUN will skip the update. Used carefully, this can conserve bandwidth and messages (which have a limit per room/second).

Photon Pun Logo

Note that OnPhotonSerializeView is not called on remote clients when the sender does not send any update. This can't be used as 'x-times per second Update()'.

Photon Unity Network

Implemented in PhotonAnimatorView, CullingHandler, PhotonTransformViewClassic, PhotonTransformView, PhotonRigidbodyView, PhotonRigidbody2DView, and SmoothSyncMovement.