Re: Photon product for turn based carrom game
I think since it is turn based you can sync. "input" only (force, direction, etc.) and other clients will reproduce the move. I don't know how much clients should be "trusted" though.
Re: Rom name generation
When using this approach you have 52^4 different possibilities for the name which is a lot. So I guess it will take some time until you really got an already existing name. If this happens anyway you already have OnCreateRoomFailed callback to re-run the procedure and as far as I would say there is no problem with running this procedure even up to five times which is an absolutely worst case scenario.
Re: Rom name generation
I hope someone from photon technical support will comment here to see this approach
is the best "someone from photon technical support".
Re: Unity 2017.2 & iOS 11 - crashing on iPhone
Sorry to report that
is still happening for me with PUNVoice 1.13, iOS 11 Unity 2017.2
I have set my NSMicrophoneUsageDescription correctly, infact I've set permissions as in Damu's quote just for good measure.
Note that the crash occurs only on first-time load (after a clean installation of the app), after the Native dialog box requesting access to the microphone pops up, and is accepted.
Re: Roll back and rigidbody2d velocity
, in theory all internal variables related to body movement should be tracked, it may be some issue with that, I will note down your issue to further check, thanks for reporting.
Re: Proper way to handle procedural levels?
I set PhotonNetwork.automaticallySyncScene = true; so when instantiating the second player they appear in the level
I guess there is a misunderstanding here: automaticallySyncScene only makes sure, that each clients load the same scene if the MasterClient uses PhotonNetwork.LoadLevel(...);. It has nothing to do with object synchronization.
I'm using PhotonNetwork.Instantiate to generate the pieces of the level(Rooms, props, enemies, etc) so this creates hundreds of PhotonView's- the level runs fine for the masterClient but the second player's fps is almost frozen it's so slow- I'm guessing its from too many views?
This is indeed a way to make this working but it's not a good way at all. Having a lot of PhotonViews at least extends the loading times for later joining clients, in your case the second client, and is overall not a good approach. If you however still want to use this approach, you should at least use PhotonNetwork.InstantiateSceneObject(...) instead of PhotonNetwork.Instantiate(...). This prevents all the objects from being removed if the MasterClient disconnects from the game, at least as long as a new MasterClient is available. Please note that this way is still not recommended.
From searching through the "procedural" posts on this board it seems the easiest way would be to generate everything locally on both players using the same seed I would sync using an RPC
Yes, this is the best way. You don't have to use a RPC because this requires a PhotonView, but you can. You also have at least two other options which both don't require a PhotonView. You can either use the
function with an OnEvent handler to do the generation or you can use the Custom Room Properties to store the seed in those properties and make it available to all clients this way.
Re: Can't connect to Photon Server - Stuck at Connecting to Game server
Thank you for choosing Photon!
There was an issue that has been resolved already.
Re: Adding functions to TSTransform.
, yes, it still in development but we had some big changes in what we will focus. As you may noticed we open source the physics and other components so other devs could try by themselves implement functions like that, we are very focused in core things right now, it is a very tricky thing to handle network instability for games, so our main goal is to make a great core to handle very well problems like latency, later join, lag players and so on.
Re: how to change to Pun+?
To add the 100 ccu to an appid, go to the dashboard, select "Add Coupon" and enter your invoice nr (not the order nr).
Re: Using physics for single player game
I guess you would still have to be connected to photon, but why would you?
You could connect to a room and only be one player, I guess that would work.