Auto disconnected from local server
Options
in Photon Bolt
I am using Photon Bolt version 1.2.4 in my Unity project which version is 2018.3.0f2. When client connected to local server, after a few seconds, it auto disconnected. I wonder to know where am I wrong?
Here is steps on how to show the problem:
1:Create new project, and import “Photon Bolt FREE.unitypackage”.
2:Create new scene, attach “Menu.cs” to MainCamera game object. Name it as “Menu”, add it to build setting.
3:Create new scene, name it as “OnlineScene”. Add it to build settings.
4:Compile Assembly.
5:Build the project.
6:Run it. Press S to start server.
7:Run another instance, Press C to connect the server as client.
8:Wait for a few seconds. It auto disconnect.
Here is "Menu.cs":
using Bolt;
using UdpKit;
using UnityEngine;
public class Menu : GlobalEventListener
{
private void Update()
{
if (Input.GetKeyDown(KeyCode.S))
{
BoltLauncher.StartServer(UdpEndPoint.Parse("127.0.0.1:27000"));
}
if (Input.GetKeyDown(KeyCode.C))
{
BoltLauncher.StartClient();
}
}
public override void BoltStartDone()
{
if (BoltNetwork.IsServer)
{
BoltNetwork.LoadScene("OnlineScene");
}
else
{
BoltNetwork.Connect(27000);
}
}
}
Here is steps on how to show the problem:
1:Create new project, and import “Photon Bolt FREE.unitypackage”.
2:Create new scene, attach “Menu.cs” to MainCamera game object. Name it as “Menu”, add it to build setting.
3:Create new scene, name it as “OnlineScene”. Add it to build settings.
4:Compile Assembly.
5:Build the project.
6:Run it. Press S to start server.
7:Run another instance, Press C to connect the server as client.
8:Wait for a few seconds. It auto disconnect.
Here is "Menu.cs":
using Bolt;
using UdpKit;
using UnityEngine;
public class Menu : GlobalEventListener
{
private void Update()
{
if (Input.GetKeyDown(KeyCode.S))
{
BoltLauncher.StartServer(UdpEndPoint.Parse("127.0.0.1:27000"));
}
if (Input.GetKeyDown(KeyCode.C))
{
BoltLauncher.StartClient();
}
}
public override void BoltStartDone()
{
if (BoltNetwork.IsServer)
{
BoltNetwork.LoadScene("OnlineScene");
}
else
{
BoltNetwork.Connect(27000);
}
}
}
0
Comments
-
As you are using Bolt Free, you will not be able to connect directly the peers using their IP:PORT, instead you need to create a Photon Session on the Server, and then connect to it on the Client. You can use an existing Menu script that we pack into the Samples package, that has a good starting point to this case.
Please, take a look at this file, so you can have a better idea: https://github.com/BoltEngine/Bolt-Sample/blob/master/BoltInit.cs0