Domain reload
It's most likely not a big issue to most people, but everything in my project is built on the disabled domain reload, which was implemented by unity pretty long ago, and if i recall correctly all asset store publishers were notified to add support to their assets. PUN seemed to ignore it, so it forces me to enabled domain reload which hinders the production speed for me.
I need some response from developer on the issue. Domain reload is a rudiment from the past, a hack to allow easier transition for new unity users, at the cost of development time.
Properly architected project not relying on domain reload goes into play mode instantly, compared to several seconds (10+ for larger projects). When will pun support it?
I need some response from developer on the issue. Domain reload is a rudiment from the past, a hack to allow easier transition for new unity users, at the cost of development time.
Properly architected project not relying on domain reload goes into play mode instantly, compared to several seconds (10+ for larger projects). When will pun support it?
0
Comments
We plan to support it in PUN 2. The speed-up would be more than welcome.
While it was added to Unity a while ago, new features take a while to become stable. We deliberately support stable versions of Unity in favor for bleeding edge features which cause issues on their own.
Disabling Domain Reload is an experimental feature. It may be labeled stable in 2020.2.
Unity 2020.2 is released and the configurable Enter Play Mode is no longer experimental. Does Photon have a timeline for supporting the Disabled Domain Reload?
I get a ton of NullReferenceExceptions from Photon when disabling domain reload.
It seems to originate from PhotonNetwork.NetworkingClient being null, and that field is currently being set in a static block.
I'm sure there are a number of things that would need to change even after that error is fixed, so it seems Photon cannot be used with disabled domain reloading.
Support for this would be more than welcome. Does Photon have a timeline for this? @Tobias
We got support for "No Domain Reload" since a while but only the latest versions got it right.
If you encounter issues, always let us know the exact PUN 2 version you use and the version of Unity. Include Editor logs, if possible. You can mail us, to avoid exposing any data you don't want to be seen publicly: [email protected]
After importing PUN, make sure it's up to date. There were issues with some package managers, which imported older versions (from the dl cache). Check the PhotonServerSettings file in Editor. It shows the PunVersion string.
Now all looks in order. Thanks!
Edit: Let me re-phrase that. I meant to say: I will add OfflineMode to our initialization code!
Thanks for the heads-up and confirmation of our fixes!
It might be related to what Dharby was saying above and his fix. I tried it but it was creating other problems as I was to start in OfflineMode by default.
Any idea? Thanks!
But the attribute for this is now: Maybe this makes a difference. It affects the timing. Even with StartInOfflineMode, I can see OnConnectedToMaster being called.