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  • Hi @Softelectro, Thank you for choosing Photon and I apologize about the delay! We are aware of this issue and we are working on it. Hopefully it will be fixed in an upcoming version soon.
  • Hi @SimBaa, Yes all messages count. Check the glossary entry here.
  • No, client logic only, notes: * design a "protocol" between clients: e.g. some clients can ignore a message * choose message structure : e.g. embed metadata like target user(s) * construct message before sending it * parse message when re…
  • Hi @SimBaa, Thank you for choosing Photon! Switching from UNet to PUN requires code change yes but it does not mean re doing everything from scratch. You just need to "convert" and "adapt" components and features. You should also be aware of the a…
  • Hi @LaundryOnMyAbs, Thank you for choosing Photon! You can use both PUN or Realtime SDK to make asynchronous or turn-based games with persistent rooms. You just need to take into consideration that some PUN specific high level features will not wo…
  • Can you also provide Unity Profiler logs or screenshots?
  • Hi @xblade724, It's not mysterious. It's just not relevant for all platforms and it sets the Unity property with the same name: Application.runInBackground. Thanks for pointing this out though, we will add the info here.
  • Ah I see! Thanks for clarifying this.
  • @wertt22 you can find how to do custom auth in php here or here.
  • Hi @wertt22, Thank you for choosing Photon! Please take a look at the Custom Authentication doc.
  • Hi @mr_bulldops (Adam), @vadim our main Voice developer is on vocation. but we have received your report and we thank you for it. we will look into this asap. Hi @mt2020, @chordogg, Thank you for choosing Photon! Please do let us know: - Unity …
  • Yes but you need to implement it on your own as there Chat only allows you to BROADCAST message (object!) to all subscribers of public channels or privately send a message (object!) to a single user. So there is no Matchmaking, no Actor, no RaiseEve…
  • Hi @Bonzy, Photon keeps same Actor Number (in PUN it's called Player ID) when you rejoin properly. To rejoin properly: - Use/re-use unique UserIDs. - Set RoomOptions.CheckUserOnJoin = true when you create rooms (should be the case by default for PU…
  • Hi @Danny07, Maybe you missed the PhotonPlayer class? You can get: * local player using PhotonNetwork.player * all players inside a room using PhotonNetwork.playersList * all other players inside the room using PhotonNetwork.otherPlayers …
  • Hi @Danny07, Thank you for choosing Photon! I don't understand what do you want to serialize? What does the methods have to do with this? or abstract class? Maybe you need to use PUN RPC or events or properties to update and propagate damage or …
  • Hi @xblade724, You can choose whatever string you want for room names by sending it from client in Create or JoinOrCreate operations. If you do not specify one, Photon server will generate a GUID and use it as a room name and return it to client.
  • I don't understand how Unity collab has anything to do with Photon but I'm glad you got it working.
  • Hi @Bonzy, Solved it by adding an ID for each message sent, the reconnecting user sends last received ID. Your solution looks good yes.Is this the way to go It depends on your game.is there another easier way to know that a message hasn't been re…
  • Hi @bluerubyapps1995, Thank you for choosing Photon! No need to shout. Please do not write in all caps next time. You can follow this guide to download server SDK and run Photon Server locally. You need to follow this guide to configure PUN's Pho…
  • Hi @RandomMan, Photon Plugins are the new solution we offer to make it easier and faster for you to add server side logic. You can read more about it here. It is compatible with any Photon Realtime client SDK but it does not support custom operatio…
  • So you confirm it's option 3: you are listing rooms (not servers) in default lobby of a single region. You can't have the ping as it does not make sense. When you list those rooms you are on Master Server of a single region. Each one of the listed r…
  • Hi @sid_juego, Thank you for choosing Photon! because its a GPS based interaction game I don't understand how this is a constraint for a high number for players per room? Photon Realtime rooms do not support 1000 players. Since Photon Realtime …
  • Hi @yosi1202, Thank you for choosing Photon! I assume you read the documentation page here. Also check out other discussions in the forum by using search feature e.g. query: "animator trigger". I think this post for instance could be useful. What…
  • Hi @SuppleTeet, Thank you for choosing Photon! Please share the full NullReferenceException stacktrace. And which PUN do you use?
  • If you created a room with custom property with key "X" you can get it later like this: T customPropertyValue = (T) PhotonNetwork.room.CustomProperties["X"]; Change key string "X" and cast type "T".
  • Please log the RaiseEvent calls of same event (add Debug.Log one line before or after with enough details to ID the event: e.g. sender + eventcode + target) then copy paste the logs of the duplicate calls with full stacktrace.
  • As I told you if you are instantiating tanks the PUN way they should be deleted when actor leaves and nothing should be there if the room is closed! You should ask yourself why tanks are still there when room is closed or when player has left.
  • Hi @SheepJeffery, Thank you for choosing Photon! I will not answer your question directly. Any reason you are using old Lite and not LoadBalancing? Here is an updated "Hello World" for Photon Server 4 but it really should just be used for a start…
  • Increase RoomOptions.EmptyRoomTTL (max 300000) and RoomOptions.PlayerTTL.
  • If Master Client disconnects it will be replaced by the actor with the next actor number if any. When actors leave their instantiated GameObjects should be cleaned up by default. What happens when Master Client sends event 0 to himself? You should b…