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Unique id for returning player

I want to have a game where a client can connect and be given a unique id. This id will be used to save player's progress. I also want this same unique id assigned if that same player ever connects to...

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Do you plan to support the Nintendo Switch?

I'd like to know if there are any plans to support Bolt Engine on the Nintendo Switch.

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GameObjects position goes to 0,0,0 when the remote client finishes his move.

We have a problem in syncing the true position of the gameobjects of remote client. When you open the game with a 2 instance in your PC it works fine all the position synced. When Pc to Pc it messes...

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Messaging to Server (Callbacks and Events)

We are using self hosted Photon Server and Photon Server Plugins with PUN. We are using PhotonNetwork.JoinRandomRoom and other PhotonNetwork commands to handle networking.For Server Plugins callbacks...

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Items disappear when a client disconnects

Hello there. In my game every character has an item from the start. If a character dies, they drop their item so another character can pick it up. But if the player who started with the item...

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Changing regions manually

Hi there,I'm currently connecting to the Photon Cloud using "Best Region" for the Hosting field inside the PhotonServerSettings and it's working great! I would like however to let my players change...

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MMO - Spwan items without owner

Hi. I'm trying to make my server create items without the need of an owner.Currently I have the operation SpawnItem, which creates a new actor in the world, but this operation needs an actor owner. The...

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Transfer ownership from scene to player and back

Yet another ownership question!So I've got a scene with objects that can be picked up by the player. Objects in the scene by default have "Scene" as their PhotonVIew's owner. To allow the player to...

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What is the callback flow when the loadbalancing client connect method is...

Exactly what it says on the tin. If there is a flowchart it would be even better. Also related, when connect returns true does that mean no connection errors happened or are there errors that require...

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Abort a JoinOrCreateRoom

Hi,I want to abort JoinOrCreateRoom request in some situation like a player couldn't connect to a room or nobody joined the room for some time. The PhotonNetwork.leave() would work only if I am...

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Syncing levels problem, ismessagequeuerunning, instantiate, groups

We have a problem involving players switching what levels they are on and making sure instantiated player objects don't spawn and destroy before they reach the correct level.We wanted to do a workflow...

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sync values when neutrals attack eachother

None of my gameobjects are controlled by the player. "IsMine" never returns true. How do i sync variables when i don't seem to be able to use isWriting and isReading?I looked for tutorials to sync...

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Bolt shuts down the client after joining a session via Zeus

Hello everyone,I'm facing the issue that my clients, who are connecting via Zeus, get immediately disconnected. LAN connections, of course if the host hosted for LAN, work without any issues.Reading...

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Server instantiate object with player id

Hello,My problem is this:I want player to shoot a projectile and use photonView to synch it. I'm having problems with local instantiation and tracking the projectile. Collision detection being the main...

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Photon Instantiating previously loaded objects when I use ReJoinRoom

I am trying to rejoin a room (to support the case of the network connection getting cut when when going to the home screen on an iPhone)I am creating my room like this:PhotonNetwork.UsePrefabCache=...

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Can someone explain Photon.SocketServer.SendParameters?

Context: I want to publish an event from the server using Room.PublishEvent(HiveEventBase e, Actor actor, SendParameters sendParameters)I don't know what to use for sendParameters, specifically for the...

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so many movable object problem

i'm developing game that player can push all movable object in scenemovable object is at least 30~40 this should be sync by photon view, and i think this make performance issue..is this make issue or...

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push photonview object problem

all pushable object is using photon transform view, photon rigidbody viewwhen master player push scene object, it has no problem ( looks like single game )but other player push scene object, it is not...

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Handle +30 players with Photon Cloud

Hi,I'm currently developing a sort of fps. There's going to be a map with a size of ~3km*3km. Mobiles are included in the targeted platforms. The players will send around 2-3 msg/sec and it induces...

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AllViaServer small delay

Hello guys ! I'm currently working on a multiplayer version of a game. I already have the room joining/listing working properly, and I'm having some trouble with the game mechanics.In our game, the...

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