Tobias admin

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Tobias
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  • How much data maximum is such a level? In best case, you "upload" the level somewhere, assign an ID and send that inside of Photon, so everyone can download it. It's better not to use the realtime communication for such time consuming transfers.
  • That is too vague to answer. Keep in mind that very few developers here will have the time to run your code and figure out what you intend to do.
  • Care to let us know?
  • It boils down to "how do you disconnect"? A client has an "auth token", which identifies this client's user and session. When this is the same as before, a ReconnectAndRejoin is OK, no matter if the server knows that the client did disconnect. If t…
  • Sorry for the hassle. An update is coming to the store. It has this in the version description (but no new version number): v1.94 (15. February 2019) Fixed: UWP export. This includes the placeholder for the dll in the Metro folder and using the Pi…
  • The formula does not work for very low CCUs and test scenarios (with 20 players max once) but for games that regular players can play. To get 100 CCUs in the busy times of a day, you need approximately 2000 DAU and to reach the 100 CCU "busy times" …
  • I will have a look at this and try to quick fix v1.94. Thanks for the report. We overlooked the path differences for the placeholder.
  • By mail you told us you are using PUN v1.93. Checking it's code, I can't find "Strings.PLAYER_COUNT" in PUN. So,if you can remove it, depends on your code... Overall, the Room class should know the player count and update it. Tracking if a player …
  • As far as we know, PUN no longer causes Unity to lock up. To get there, we make extra sure that any Thread and Socket gets closed, when Unity recompiles or stops running. @lilcolombian: If you still have the issue, let us know which product you use.
    in PUN 2 Comment by Tobias February 13
  • You can register for a callback which signals property changes. With that you don't need the RPC. Don't buffer the RPC. Buffered RPCs are stored server side and are repeated to everyone who joins. Joining players know they have to read the propertie…
  • You should update. The .Net 4.x scripting backend has a few, nasty issues with the Socket classes and we tried to work around those in newer PUN versions. 1.93 is currently available and should be used.
  • In PUN 2, we serialize small integers into less bytes. So you can use int in many cases without impact. I guess it's missing, because we're using byte-arrays in other places and with those, you don't have to "serialize" a byte, you just set it. As …
  • Have a look at Interest Groups: https://doc.photonengine.com/en-us/pun/current/gameplay/interestgroups PUN Classic has a sample in the package, that shows one way to use it. You should also have a look at the amount of traffic you're sending. Maybe…
  • You don't hide the object, you're disabling it. A while ago, we changed PUN to not serialize disabled objects, which fits best with Unity's approach to inactive objects. You could either just disable the renderer or have a proxy/stand-in object th…
  • If that's the case, there should only be one execution of the RPC (I assume you use an RPC). If not: Debug. In doubt, just log who's sending an RPC and why. Everything else is vague guessing.
  • You need to define which client calculates and announces the damage. It could be the shooting player's client or the hit one. Only one has to network-send the damage.
  • This is PUN Classic? Do you update the view/display, when new players join? Player 1 should get a callback, when player 2 and 3 join. Each should contain the custom property that each client set before joining the room.
  • In PUN 2, your classes need to register themselves to get callbacks. This might be missing. The exception to this is to extend MonoBehaviourPunCallbacks. It will register for callbacks and unregister in OnEnable() and OnDisable(). See: https://doc…
  • I'm sorry to say but the server does not keep the most recent state of individual objects, so a rejoin of the last player is not supported by the server. You might be able to store the state locally and when you rejoin an empty room, you'd apply thi…
  • Actually, the 20 CCU free plan is intended as test period. At any time, you can develop and play your game with up to 20 players concurrently. As PUN rooms are rarely used for crowds more than 8 or 16 players, this should work out. Let us know if y…
  • We try to keep PUN connected while you load. Obviously this is not working for you? How long are your load times?? How busy is the client? Can you run wireshark to capture the network traffic?
  • GUIDs should be globally unique on creation. That's the premise of using them, so there should be no duplicate.
  • With OnPhotonSerializeView, you can sync whatever you want. Just add a script that implements IPunObservable and observe it in the PhotonView. Collect and send the values needed to sync the rope.
  • It's unclear when and how some RPCs are failing / missing. You sometimes use PhotonTargets.All, sometimes .OthersBuffered or .Others. Is that deliberate? You need .All, if the local player should execute the RPC, too. The *Buffered keeps the RPC in…
  • What would an example with a name variable look like instead of the prefab instantiation above? More or less as above. I just meant you want to use a variable instead of "PlayerController"
  • @mouldi: You lost me. What is the question??
  • Which version of PUN are you using exactly? Please provide the PhotonNetwork.PunVersion. It looks like the component is null and in that case, component.GetType will fail. However, that should not be possible. If you can identify the object which i…
  • You can't just change your appid, which is why we tell everyone to treat it as secret. Mail us from the account that is registered as Photon Account and send the appid, too. We will find a solution: [email protected]
  • The [RPC] attribute is outdated. PUN now uses [PunRPC]. If your PUN version is still using this, please update. My guess is that the time is not synced at all but the Master simply knows the time. Using PhotonNetwork.time, you might get better res…
  • Confirmed. We were attacked again in the past hours. This time the Master Servers got more fire. We're on the move.