Move Photon Cloud to Photon Server
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Obula
✭
Hi all,
I'm newbie of Photon Server. My project is a PvP game using Unity engine.
Now I'm planning switch Photon Cloud to Customized Photon Server because we need to authenticate players' positions, attributes, hit detecting etc. And we now done the all sync by Photon Cloud. (using PhotonView, PhotonTransformView, RPC, Properties etc.)
My idea is to modify the source code from LoadBalancing which Exit Games provided.
I have read the source code but I can't figure out how is the server handled OnPhotonViewSerialize () from PUN.
Can anyone give me some info about it?
Any info would be appreciated.
Obula
I'm newbie of Photon Server. My project is a PvP game using Unity engine.
Now I'm planning switch Photon Cloud to Customized Photon Server because we need to authenticate players' positions, attributes, hit detecting etc. And we now done the all sync by Photon Cloud. (using PhotonView, PhotonTransformView, RPC, Properties etc.)
My idea is to modify the source code from LoadBalancing which Exit Games provided.
I have read the source code but I can't figure out how is the server handled OnPhotonViewSerialize () from PUN.
Can anyone give me some info about it?
Any info would be appreciated.
Obula
0
Comments
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Hi @Obula,
Photon Server, LoadBalancing application in particular, does not handle PUN features in a special way. It just serves as a relay of incoming events from clients and processes them in this way:
- receive events
- dispatch events to target client peers when needed
So under the hood most PUN features should be based on RaiseEvent operation.0