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What causes TrueSync to just... stop sending messages?

I setup a series of test scenes. Version 1) Two clients connect to a room. Press start. They load a level. SuccessVersion 2) Two clients connect to a room. Same as above, but TrueSync syncs some...

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How to destroy a TrueSyncBehavior GameObject? doc code doesn't work.

Hi Everyone, the documentation seems to have a simple way to destroy a TrueSyncBehavior behavior usingpublic void OnSyncedCollisionEnter(GameObject other) { Destroy(other);}but that doesn't work, it...

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How to use synched Coroutine with waitForSeconds?

Hi, I am implementing a bullet, and I need to destroy it after a certain time if it hasn't yet hit anything, so I found TrueSyncManager.SyncedStartCoroutine that's fine, however I am hesitant to use...

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Synchronized random values at multiple GameObjects

Hi,I have multiple ammunition spawn points.Each of these should spawn the same (random) weapon on every client, and after some random time spawn again a random weapon.Everything is working except that...

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Bandwidth Usage MUCH Higher Than Expected (x4!)

Hi,Short VersionI am expecting 390 Bytes / second based on syncing a single Vector3 in my game using a send rate of 30 between 2 characters (only one moving at a time).What I am actually seeing is 1700...

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How fast is getting a property?

Hi, i would like to know if getting the value of a property, for example: state.Amno , is as fast as reading a value or Bolt has some code behind to lock or something like that. Because if not, i...

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Assigning Persistent Player Number

This is the scenario, I have 4 players in a room. I want a player to keep it's player number when it disconnects and reconnects. How do I do that?I remember reading something about this in the forums...

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Explain how to use byte code on PhotonPeer.RegisterType()

This link doesn't explain what byte code that we need to pass has to be. Can I get clarification? Why (byte)'W' in this example? What are the byte codes that are already being used by the framework?...

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OpJoinRandomRoom & room properties

Hi,OpJoinRandomRoom does not work When I add room properties.I think I do not have to do something right, but I do not know what. If I don't add properties on OpJoinRandomRoom everything is working,...

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Room list shows up on unity editor (ios player) and don't show up on ios ipad 2

Hi, every body i've been working with photon Pun for quite a while now, and in my last test build i couldn't see the rooms on my ios device nor in my unity editor this used to work fine (autojoin loby...

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TrueSyncBehaviours execution order

Hi.I saw that in TrueSyncManager, in initialize, there's a call FindObjectsOfType in order to find all true sync behaviors.By Unity doc, you can't assume the ordering of the returned arrays.So, if I...

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Why Event OnPhotonPlayerDisconnected called when PlayerTTL reach 0? It must...

Im implementing a reconnect system. i read on the docs about PlayerTTL (Make player inactive and will be perfectly disconnected when 0) and it gives me idea about reconnecting. but when i set PlayerTTL...

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JoinRandomroomwith property not working (Load balancing sample )

trying to create and join room with customRoomProperties , room gets created with custom property but not able to join the room with customProperty following is the code.static const...

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Catching Operation Failed with SetCustomProperties with Check And Swap for...

I'm trying to use SetCustomProperties with Check And Swap for Properties (CAS) to avoid race conditions (concurrency problems).It seems to work great (that is properties only update when they...

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TrueSyncBehaviours priority

Hi Erick.I saw that in TrueSyncManager, in initialize, there's call FindObjectsOfType in order to find all true sync behaviors.By Unity doc, you can't assume the ordering of the returned arrays.So, if...

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OnLateSyncedUpdate

Hi,In TrueSyncManagedBehaviour there are OnPreSyncUpdate and OnSyncedUpdate. It can be useful if they have OnLateSyncedUpdate too.Is it possible add it to next releases?Thank you.Andrea.

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trying to connect my game with a laptop.... (No match found) (trying to make...

Hi gang, So I've set up my game and it seems to work I spawn in my game act I can fly around and shoot bad guys and get points but I am getting Operation failed: OperationResponse 225: ReturnCode:...

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Player Disconnection

Hi,We are testing player disconnection in our game.It seems that after one player is dropped, also other players are dropped by true sync.Is it possible that while all players (minus player x) are...

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Objects being destroyed immediately after instantiation

Hi guys,I'm finding as soon as I instantiate an object with:TrueSyncManager.SyncedInstantiate(prefab, TSVector.zero, TSQuaternion.identity);It gets immediately destroyed.Look likes this is occurring in...

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PUN object regeneration issues

I want to delete the player objects in the room and recreate them immediately. However, player creation will proceed before all player objects are deleted. There is no problem if you create a delay...

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