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Photon Unreal Engine SDK Compile Error

HelloI try to compile photon sample for UE4 .but stick to Errors. my original error is "Cannot instantiate abstract class". but i think errors come from window header files.I using Visual Studio 2015...

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how to change server side timeout delay?

when one client's wifi go to offline, server call OnDisconnect callback after 10 secondshow to change this value?

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Connect to self-hosted master server and join room (WebSocketSecure).

Hi! I try to connect with WebSocketSecure protocol to my self-hosted server. (there are no problems with Photon Cloud)I connect to self-hosted server using port 9090 (Master) and it connects to lobby...

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PhotonNetwork.time scale while in offline

In documentation, I found that when in offline mode PhotonNetwork.time returns Time.time.But when I set Time.timeScale to zero (e.g. pause) Time.time stops, but PhotonNetwork.time still flows.So...

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How to approach implementing projectiles like a rocket being shot by a rocket...

I'm looking at implementing a feature that provides the illusion of instant response to user interaction. For example, if a player fires a projectile like a rocket launcher, the lag between user input...

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Disconnect when checking a text!

I'm testing out my game by clicking build & run in unity (which runs on my android) and then I run the game in unity. It shows 2 players connected and my movements show up on my android and my PC....

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Source code acccess

So with the old Bolt I had source code access -- which made things a lot easier. I know I'm late to the party with photon taking over the ownership of Bolt - but having source access was a big deal for...

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Issue building local game menu with PUN-Optimized Player Object

Hi,my game is running fine in Multiplayer using PUN. Now I wanted to implement a local Main Menu where the player can select the gamemode to play, search for other players, etc.I'm struggeling a bit...

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Windows 10 Universal Deployment Error (Serialization Weaver)

Every time I try to deploy the Windows 10 Universal application via Visual Studio, it gives a SerializationWeaver Error.

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IPv6 for Unity iOS Exports

Apple now requires iOS apps to support pure IPv6 connections.We tested PUN v1.75 and it supports IPv6, including the "Best Region" setting. If you use the Photon Cloud, you only have to make sure your...

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How to know how many users are in a given public channel

Greetings from Chile!My Team and I are developing an online game and area using photon chat as our chat system, so far great!but we area stumbling around a a way to "load balance" the global/public...

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How to create bot in Photon Server SDK without using masterclient

Hello, excuse me.Where should i start to implement this? there is no documentation of this. I have a poker game that needed a bot system.Im currently using master client system and some friends said...

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Does WebSockets not send InitObject in the InitRequest?

I have an implementation where everything works smoothly with regular Sockets, but as soon as I start using WebSockets for the connection the InitObject of InitRequest is always null. I know it's not a...

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MMO Examples / Demos?

Just curious if there is an MMO example and /or demo for photon server package? Any insight on this would be greatly appreciated.Thanks, Sambuka

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Is GetPing waiting to be finished to launch the next line ?

Just a simple question, can I use GetPing to wait for a line of code or a function to start?PhotonNetwork.GetPing ();Debug.Log ("Executed after receive the ping");So if i have 500ms, the debug log...

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Most optimized way of sending movement Inputs?

In my game, I'm sending my TSVector movement directly through TrueSyncInput.SetTSVector().But in your tutorial your sending your movement Inputs with two TrueSyncInput.SetInt().Is it faster? Which is...

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TrueSync - Collisions ignored using tsRigidbody.MovePosition ()

Hi! I can be as much explicit as the title I don't know why, but it seems that when I use MovePosition () to move my player around it doesn't take in account collisions.But when I'm setting it's...

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Performance problem during Overlap

Hi,In our game we do frequently an Overlap test. It seems that when we do that, the physics engine (2D) recomputes all contacts, running the broadphase on entire world.Is it correct?Thanks,Devis

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How to add a TrueSyncBehaviour derived component at run time

We have a need to add a TrueSyncBehaviour derived component at run time, however when doing so synced update is not called.I assume we need to do some sort of registration. We have tried calling...

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PUN or Thunder?

Hi there,I'm once again starting prototyping on a project. I've looked into UNET but noticed there is still(!) no real support and documentation. Also some people trying hard to use UNET switched to...

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