Crossplatform, best idea to work with Photonviews / IDs?

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Currently we have a PC version of our application with photonviews/ids and now we decided to add a Android version on top of it. We needed to take away some of our objects/tools in Android version (they are too heavy for android). The problem we have now is that PC sends some info about photonviews(PC) and android don't have it in their scene/build. We tried to set the android to listen of specific groups with rpc calls + photonview.group but they still send/spam errors and tells "Recieved OnSerialization for view ID 688. We have no such Photonview! Ignore this if you're leaving a room". After a while is gets heavy on Android cpu.

My question is: Do we need to have a empty gameobject with alot childs containing rest of PC photonviews/ids, just idling so we don't get any errors? Or is there any solution for this?

Comments

  • L3sc
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    Did you look PhotonNetwork.GameVersion?
    Description from doc;
    "Version number of your game. Setting this updates the AppVersion, which separates your playerbase in matchmaking."
  • well we want android + pc to be in same game
  • JohnTube
    JohnTube ✭✭✭✭✭
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    Hi @DenVitaKaninen,

    Thank you for choosing Photon!

    Interesting use case: a lightweight client version.
    You could try Interest Groups, so Android client is not subscribed to some.
    Or maybe switch to a custom solution based on RaiseEvent.

    So the PhotonViews you are talking about are compile time scene views?