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...
View ArticleHow 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...
View ArticleHow 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...
View ArticleSynchronized 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...
View ArticleBandwidth 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...
View ArticleHow 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...
View ArticleAssigning 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...
View ArticleExplain 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?...
View ArticleOpJoinRandomRoom & 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,...
View ArticleRoom 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...
View ArticleTrueSyncBehaviours 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...
View ArticleWhy 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...
View ArticleJoinRandomroomwith 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...
View ArticleCatching 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...
View ArticleTrueSyncBehaviours 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...
View ArticleOnLateSyncedUpdate
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.
View Articletrying 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:...
View ArticlePlayer 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...
View ArticleObjects 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...
View ArticlePUN 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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