Can I send custom packets through PUN?
Options
I would like to separate game objects and logic from networking so I would like to do my own network packets and loose the auto sync scripts
Thanks In advance
0
Best Answer
-
No problem.
You could actually drop most of PUN 2 easily and just use PhotonNetwork.RaiseEvent and .SetCustomProperties.
Or: Go a step deeper and also control dispatch of incoming events and updates. Use Photon Realtime mostly via the LoadBalancingClient class. When you do, you have to make sure you dispatch and send messages.
5
Answers
-
No problem.
You could actually drop most of PUN 2 easily and just use PhotonNetwork.RaiseEvent and .SetCustomProperties.
Or: Go a step deeper and also control dispatch of incoming events and updates. Use Photon Realtime mostly via the LoadBalancingClient class. When you do, you have to make sure you dispatch and send messages.
5 -
Thanks0