Does PUN support features like channels in one photon room?

When one client in a photon room, it can select which PunEvents it will receive and process .For example, clients A ,B and C, B,C can send, receive and process all of the PUN events, but A is a particular client,It only send some RPCs and also only receive the same RPCs from B and C ,It didn't receive Instantiation, SendSerialize and any other events.Can PUN support this feature??
 internal class PunEvent
    {
        public const byte RPC = 200;
        public const byte SendSerialize = 201;
        public const byte Instantiation = 202;
        public const byte CloseConnection = 203;
        public const byte Destroy = 204;
        public const byte RemoveCachedRPCs = 205;
        public const byte SendSerializeReliable = 206; // TS: added this but it's not really needed anymore
        public const byte DestroyPlayer = 207; // TS: added to make others remove all GOs of a player
        public const byte OwnershipRequest = 209;
        public const byte OwnershipTransfer = 210;
        public const byte VacantViewIds = 211;
    }

Comments

  • JohnTube
    JohnTube ✭✭✭✭✭
    edited June 2019
    Hi @harlan,

    It's not clear what you are asking.
    What are you referring to by "channel"?
    What's the purpose of having the PunEvent class snippet?

    What PUN features are you using (without going into implementation details)?

    In general:
    You can group players either via custom properties or via interest groups.
    You can choose the target of events either via actor numbers, receiver groups or interest groups.
    You can only decide what to receive via interest groups. Or you can receive whatever sent to you but process and use only what you want.
  • harlan
    harlan
    edited June 2019
    error