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Tobias
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  • I updated our encryption doc and it will be up within the next days here: https://doc.photonengine.com/en-us/pun/current/reference/encryption This gets clarified: In PUN, you can send RPCs and events with encryption on demand. The frequent and reg…
  • You don't have to send anything that identifies the RPCs "target". You are calling the RPC on a specific PhotonView (and all remove clients do the same). The player who calls the RPC is sent automatically and accessible if you add a final paramter t…
  • It seems you're building for Windows Store? You have to enable "Internet Client" in the capabilities.
  • Would it be beneficial to add a background thread to do this after we have turned the message queue back on? The background thread is only needed when Unity doesn't call Update() for a bit. This happens when you load scenes but I think it can al…
  • Sorry, we cannot help with setting up your firewall and checking the connections. There are too many options and we consider this out of scope for our free support. There should be plenty of guides for this, so give it a quick search. Maybe this …
  • That's an interesting case. There is no built-in log-all switch to track everything you send. The assumption is that you'd nomally don't have to chase this down. You should be able to add something suitable quickly, as all communication (RPCs and …
  • You should not connect to the servers in singleplayer mode, as that would count as CCU. Go online when needed. It doesn't take very long. PUN has a "Offline Mode", which behaves a lot like being online but the callbacks are just called locally wit…
  • Glad you found that! The 20CCU plan is the only that has no "CCU Burst", so it's the only that doesn't allow overage. On the client, you get OnDisconnected(reason) with reason being DisconnectCause.MaxCcuReached. You can adjust the subscribed plan…
  • Yep, content creation is a lot of work, too
  • Does your project already contain an older version of PUN or Photon Voice or such? Then this may happen, especially when updating from PUN Classic (any 1.x version) to PUN 2.
  • Pun v1.94 includes this major update: Updated: Photon3Unity3d.dll library to 4.1.2.9, rev4985. Details about this are in the release_history.txt. Again, I would recommend to update Is there a specific reason why adding support logger to publishe…
  • The change isn't very obvious and easily becomes buried in all the versions there are. I found it in the changelog, so at least I can say when it's been introduced: v1.79 (18. November 2016) Changed: PUN will no longer aggregate the data from ALL o…
  • To minimize impact on message count, you are forcing us to use RPC's. RPCs never aggregate, so this is misleading. If you aggregate all info into one RPC, that may work but obviously, you can do the same with a single PhotonView to send the compl…
  • I think I replied to a ticket about this. Please follow the instructions in there and post here, if you find a solution. Thanks.
  • It should not be enabled in a normal release build, no. The idea is that you enable it for cases where you need additional info to debug problems. How you distribute it, is up to the individual case. If you didn't update PUN in a while, you should …
  • We didn't. But we introduced a limit how many views go into one message. The limit is admittedly arbitrary, as in: it's not based on actual data that's being sent but the idea is to avoid huge messages, which then have to be sent as fragments (whic…
  • I don't think we can really help here. It's something to do with your project. Note that the remote players won't run spawnSpellPrefab(). That means, the others don't set a despawnTime. Maybe you simplify the prefab you'd instantiate and add feat…
  • PUN uses the assembly `Newtonsoft.Json' only in-Editor. You can delete this and comment out references to it in the AccountService.cs. You will lose the PUN Wizard's registration feature but nothing else. As you have an AppId already, this is no los…
  • Tricky. We disconnect on Quit, because otherwise the Unity Editor freezes. A built client typically doesn't freeze but the disconnect makes sure that anyone in a room knows quickly that this client left. So, we want to disconnect on quit. On discon…
  • How much data maximum is such a level? In best case, you "upload" the level somewhere, assign an ID and send that inside of Photon, so everyone can download it. It's better not to use the realtime communication for such time consuming transfers.
  • That is too vague to answer. Keep in mind that very few developers here will have the time to run your code and figure out what you intend to do.
  • Care to let us know?
  • It boils down to "how do you disconnect"? A client has an "auth token", which identifies this client's user and session. When this is the same as before, a ReconnectAndRejoin is OK, no matter if the server knows that the client did disconnect. If t…
  • Sorry for the hassle. An update is coming to the store. It has this in the version description (but no new version number): v1.94 (15. February 2019) Fixed: UWP export. This includes the placeholder for the dll in the Metro folder and using the Pi…
  • The formula does not work for very low CCUs and test scenarios (with 20 players max once) but for games that regular players can play. To get 100 CCUs in the busy times of a day, you need approximately 2000 DAU and to reach the 100 CCU "busy times" …
  • I will have a look at this and try to quick fix v1.94. Thanks for the report. We overlooked the path differences for the placeholder.
  • By mail you told us you are using PUN v1.93. Checking it's code, I can't find "Strings.PLAYER_COUNT" in PUN. So,if you can remove it, depends on your code... Overall, the Room class should know the player count and update it. Tracking if a player …
  • As far as we know, PUN no longer causes Unity to lock up. To get there, we make extra sure that any Thread and Socket gets closed, when Unity recompiles or stops running. @lilcolombian: If you still have the issue, let us know which product you use.
    in PUN 2 Comment by Tobias February 13
  • You can register for a callback which signals property changes. With that you don't need the RPC. Don't buffer the RPC. Buffered RPCs are stored server side and are repeated to everyone who joins. Joining players know they have to read the propertie…
  • You should update. The .Net 4.x scripting backend has a few, nasty issues with the Socket classes and we tried to work around those in newer PUN versions. 1.93 is currently available and should be used.