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Photon server - is it right for my purposes?

Hey folks, now it must have been a year since I asked some tosh question about integrating the Unreal engine with photon server etc. Anyway, after working heavily with a couple of game engines (notably...

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Can not find master - ConnectToRegion: us

Hello other regions seem to work, is there some server upgrade going on?

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Latest photon Controller (4.x) want's to install .NET 3.5?

Hey there,I have just setup my first photon server on my dedicated window 2016 server machine - and everything works fine - send my first chat message via a quick and dirty empty project from android...

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Game network architecture question (loadbalancer)?

So I am in the process of studying the details of photon. So far I am familiar with the basic concepts. Now I wonder if I shall start from scratch or if I should use and build upon the LoadBalancer SDK...

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Photon Server : Update ?

Hello,do you have any information about how to implement an update function with the photon server ? ( a method called every 20ms for instance ).Thank you.

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Animator Root Motion with TrueSync?

Starting using TrueSync because of the rollback functionality, and so far I'm liking it; however, I'm using an Animator that controls root motion. I decided to use a playable so that I can sync the...

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What is the best way to utilize multiple sphere colliders on an object?

I'm working on a 3D game with tanks and would like to use four sphere colliders as wheel positions. Since the TSRigidBody seems to only work with one collider per object I've tried creating a...

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Created a very simple true-sync scene from tutorial - still doesn't work

I created a very simple scene. It has a set of 4 controllers as UI elements. When a button gets pushed on one computer, the controller matching that player should light up. Simple!The code is...

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Can I use domain names when configuring PUN for self hosted servers?

Whether I use PhotonNetwork.ConnectUsingSettings() or PhotonNetwork.ConnectToMaster() with a domain name, e.g. "localhost", pun fails to connect.If I use "127.0.0.1" it connects fine. Is this known...

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Probably dumb question: How is a multiplayer game that trusts clients secure?

I'm coming back to my first multiplayer game development after 7 years, so pardon the history here, but I coming back to the world of multiplayer I'm lost and feel like I'm missing something. The last...

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How does one deal with cheating while using Realtime?

As I understand it, Realtime allows us to connect to Photon cloud using messages from each client in a match. In this situation, the server acts only as a messaging system and won't validate any input...

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How to debug server code

Couple of methods I came up with for debugging server code. Hope it will help someone to save up some time. :-) Btw I'm using Visual Studio 2008. First, be sure to setup your Visual Studio project to...

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Creating each player's avatar. Should I use Photon.Instantiate? Or use and RPC?

I'm working on a multiplayer asteroids game. Only there won't be any asteroids. The players just shoot at each other. So far, I've been able to display the available rooms, allow players to join an...

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Bolt Samples Pack

What samples would you like to see in a Bolt samples pack? Please Vote Up the ones you like.Also include whether or not you want it authoritative

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Failed to get server instance

Hi, I have same problem but with self hosted server. createGame failed, client stays on masterserver: OperationResponse 227: ReturnCode: 32762 (Failed to get server instance.). Parameters: {}....

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Does PUN use quantum theory in its core?

Hey. I might be wrong but it seems that PUN doesn't work in a right way unless I measure its state by switching Pun Logging to Informational. Seems like PUN has its own intelligence that tries to trick...

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Game connects in the Unity editor, but gets stuck at PeerCreated in a build....

I'm making a simple multiplayer shooter in Unity 5.4, with the latest Photon version. I have the game automatically connecting when it starts, and everything works perfectly in the Unity Editor;...

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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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Questions about the Photon Cloud script "PhotonStatsGui".

http://imgur.com/pqMSESaAfter the script collects data during one second, I display the data in GUI and reset the traffic - PhotonNetwork.networkingPeer.TrafficStatsReset ();In the room there are two...

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Set ActorID depending on available slot in Room

Hello there, I am making an online racer and want players to be able to create a room with up to 8 players. My problem is, e.g. when a player joins he has ActorID = 2, then he leaves (so only 1 player...

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