Vitthal

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Vitthal
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  • Hi @jeanfabre , I think, I am going in wrong way for ReconnectAndRejoin. I am confused how to explain it elaborately. An I guess you also got fed up with my lengthy query...
  • Hi, @jeanfabre , Yes, exactly. But I think this is actual turnBased Logic for types of turn based games. But my query is that there should be separate timer in PUN TurnManager Class for every players turn. Like, if we set 45 seconds for every playe…
  • Hi @jeanfabre , Thanks for your reply. But I think there should be built in timer for this case. If you agree this, then can you please consider it in next PUN update.....?
  • Hi @jeanfabre , Okay, lets take an example there are 2 players (p1 and p2) 1. I set playerTurnTime = 45 for each player. 2. means p1 has 45 seconds to play his turn and p2 has the same as well. 3. So, when p1 completes its turn then playerTurnTime…
  • Hi @jeanfabre , Yes I tried it. But its for whole complete turn. Means, it is one cycle of turn. e.g. if there are 2 players then the RemainingSecondsInTurn is for one cycle of these 2 players. turn1: p1=>p2 turn2: p2=>p1 (at this point rem…
  • Hi @jeanfabre , Thanks for your reply. I am able to sort out and manage with customRoomProperties. I have one more question as below, 1. there are 2 players(p1,p2) in game. 2. every player gets 45 seconds(turnTime) to play his turn 3. if current p…
  • Hi @jeanfabre , Now I completely agree that we can set custom room properties for player position, I done using following code with hashtable and it is getting saved to room properties. But I am not able to apply it to players code=====> int[] …
  • Hi @jeanfabre , Thank you for reply. I got your point for saving player position in room properties. Can I store array of integers in room custom properties for every player....? Below is an array of position of 2 players. int[] posArray1 = new in…
  • Hi everyone, I am also facing some kind of problem for PhotonNetwork.OnEventCall.... when client's disconnected due to network loss and reconnects then this method is called after reconnect = > public void OnEvent (byte eventCode, object conten…
  • Hi @jeanfabre , Hi, Yes I am sure that player reconnects to the same room. I synchornize player position by receiving the step count number of every player, e.g. if player1 gets step count 3 then step count(3) is passed through turnManager's send…
  • Hi, Yes I am sure that player reconnects to the same room. I synchornize player position by receiving the step count number of every player, e.g. if player1 gets step count 3 then step count(3) is passed through turnManager's sendMove method then …
  • Hi, I set PlayerTtl = 20000. My player not leaving the room, he just got disconnected due to some internet connection fluctuation. Below is the code I handled for Reconnection. (NOTE: this is just filtered code for focussing on exact query...) pub…
  • Hi @jeanfabre , I m developing one multiplayer turn based tile game by using PUNTurnManager. In that 2 players are there (say player1 & player2). Steps: 1. Both 2 players are playing the game. 2. If player2 get disconnected in between gameplay…
  • Hi @JohnTube Thank you for replaying me. I tried RockPaperScissors demo and made my game according to that. But need help when one player want to move 2 times and then other player move like MemoryDemo. But when one player can move only once and …