MasterClient and other mysteries :)
Hi,
Could someone point me to a nice clear tutorial that explains the PUN architecture, particularly what a "MasterClient" is and how it fits into a game? How does it run? How should it be used? My understanding is definitely flawed.
Thanks!
Could someone point me to a nice clear tutorial that explains the PUN architecture, particularly what a "MasterClient" is and how it fits into a game? How does it run? How should it be used? My understanding is definitely flawed.
Thanks!
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Best Answer
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An app/project should have a single client which counts as a single player/user/connection.
Master Client is a single client.
Master Client concept is relevant or exists only inside a room.
It is one of the joined actors.If I compile my project and run the .exe TWICE, how many "clients" are running my code - is it 2 or 3?2.5
Answers
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Hi @NotQuiteSmith,
Thank you for choosing Photon!
There is the glossary entry for "Master Client".
Another definition hidden or buried in the docs.
Also read our "Master Client and Host Migration" documentation page.0 -
Thanks for getting back. I still find it tricky to understand
e.g. If I compile my project and run the .exe TWICE, how many "clients" are running my code - is it 2 or 3? i,e, is the first .exe, that runs as a "master client" going through my code twice? Once as a masterclient, and a second time as a regular client in the game (same as the second .exe instance)?
Thanks!0 -
An app/project should have a single client which counts as a single player/user/connection.
Master Client is a single client.
Master Client concept is relevant or exists only inside a room.
It is one of the joined actors.If I compile my project and run the .exe TWICE, how many "clients" are running my code - is it 2 or 3?2.5