Re: Ease/difficulty of running PUN on dedicated server running CentOS 7
right now the Photon Server is only available for Windows OS.
Re: Photon Voice - UserId is empty, connects but can't bind players
You have one Recorder that has TransmitEnabled and that is not set up properly with a ViewID.
If the prefab has a Recorder and that recorder is set as PhotonVoiceView.RecorderInUse then no need to set the PhotonVoiceView's PrimaryRecorder or use that PrimaryRecorder feature at all.
Here is how it works:
- each player should have a Recorder.UserData set to a ViewID owned by the player before starting transmission
- then the player can start transmission
- once the transmission is enabled for the first time the recorder needs to be initialized
- Recorder initialization will do -among other things- send voice stream info to everyone inside the room
- when receiving the voice stream info players should link/bind it to a Speaker component using the ViewID obtained from the UserData sent in the voice stream info event
This is done for you using the PhotonVoiceView which locally sets up Recorder or Speaker for the PhotonVoiceNetwork to link the remote Recorder(s) with local Speaker(s).
Re: Can I make BoltEntity as destroyable in scene hierarchy?
You can call SetParent on the entity to do that
Re: JoinRoom Failed
Thank you for choosing Photon!
This is a known issue with the current Photon Server version.
Make sure to
set a UserId value before connecting
to Photon Server or set RoomOptions.CheckUserOnJoin to false if applicable.
Re: Oculus Rift Avatar Synchronization Problem
Hi, 500 messages is soft limit.
There is no errors when you go above 500 messages.
If you are ready to pay more (for more messages), you can contact support.
With higher message limit + low send rate + interest management, you can have 20+ players in one room.
Re: Does others player's PhotonPlayer ID changes if someone leaves the room?
Thank you for choosing Photon!
I assume by "ID" you mean "Actor Number" which are used interchangeably in PUN 1.
Inside the same room, the actor number is always incremental and will never be recycled or reused.
Also, a player keeps the same Actor Number as long as it stays inside the room.
So in the example you have provided, it will stay 4.
Re: How to send players input to server?
What do you mean by storing the variables of all clients? If you synchronize it, each client knows the position and rotation of each client. Besides that, you can use the Custom Player Properties, if you want to synchronize other player related values, which aren't updated that often. If you have certain values that are updated very often and you need to synchronize them as well, a custom OnPhotonSerializeView solution or RPCs might be helpful.
Re: How to prevent new players from joining game in progress?
This will be possible in next release
Re: Sending ste::vector
You can't directly pass the std::vector to Photon (at least not without registering it as a custom type) as it is not one of the types that Photons serialization supports out of the box (see
for the list of supported types).
However c-arrays are supported out of the box and std::vector internally stores its data in a c-array.
See the answers to
for how to access the c-array of a std::vector prior to C++ 11 and also from C++ 11 onward.
Re: how to transfer game object ownership?
get a reference to the view on the gameobject using PhotonView.Get([gameObject]) then use [photonView].TransferOwnership([photonPlayer])