How to implement turn timer?
Hi,I am making a 5 player turn based game for that i need turn over callback in every client after x seconds.How should i do it.1) Should i do it client side : InRoomRoundTimer ?2) Or should i do it...
View ArticleErrors in NetworkPeer.cs
InvalidCastException: Cannot cast from source type to destination type.NetworkingPeer.AlmostEquals (System.Object one, System.Object two) (at Assets/Modules/Photon/Photon Unity...
View ArticleJoinRandomRoom fails if called "too early" after CreateRoom
Hi,I'm trying to implement a "quick play" feature in my game. It should setup a match without showing the room list to the user, just pair it with other "quick play" players and start the game ASAP. My...
View ArticleArgumentException: Can't use encryption yet. Exchange keys first.
Hi,I am trying to set up my game again, that was recently wiped from my dedicated server. It was previously set up by my developer but he is busy now and won't be able to do it for awhile so I am...
View ArticlePunchthrough appears to not be happening between 2 computers on same network
hi All. Question regarding the punch through. I'm running an app on two computers on the same network (test 1), and same network but 1 behind a software vpn (test 2), and on 2 computers in different...
View ArticleWhat is the fastest possible way to get a byte[] message across?
I am trying to use connection.StreamBytes(generalUnreliable, data);to send data. I have it set up that I'm sending a ping type message, then the receiver is replying with a pong type message, and then...
View ArticleReal IP address of websocket clients behind Cloudflare
Hi,Our game using websocket (secure if applicable) and we recently run it behind Cloudflare to protect from DDoS. Everything's going great except that the server cannot know real IP address of client...
View ArticleAny way to detect if disconnect is due to server issues?
Hello,I'd like to know if there is a way to detect if disconnection happened due to issue on server side.Players in my game have to spend in game money to play, and I'd like to be able to refund them...
View ArticleCan I disconnect from a TrueSync game room without triggering the panic window?
I've tried: PhotonNetwork.LeaveRoom();And: PhotonNetwork.Disconnect();Both trigger the panic window for all other devices. Additionally, as with http://forum.photonengine.com/discussion/comment/35149 ,...
View ArticleCustomProperties crash?
Hello, when I call something like this: int ai = (int) PhotonNetwork.playerList[index].CustomProperties["avatarIndex"]; ...I'm getting a crash (well, a NullReferenceException) if the "avatarIndex"...
View ArticleBolt and HoloLens
I need to be able to create a local communication system between several HoloLens and a few windows store apps running on Pcs or other Window devices. Has anyone got Bolt working with the HoloLens?...
View ArticleI am trying photon wanted to test plugin feature.
Hi,I wanted to test plugin feature of photon in the free version.When i log in to my account in the manage settings there is no option for to create a plugin.There is only one option to create web...
View ArticleUserId length limit and Channel Length Limit?
Is there a limit to the length of a user name? (32 characters? 64 characters? etc.) Same question for the name of a channel.
View Article"Chat Intro" shows connect having 4 parameters, but it only has 3.
Looking at this page:https://doc.photonengine.com/en-us/chat/current/getting-started/chat-introIt seems to be out of date. You need to use Authentication values.
View ArticleUnity Photon Name-Tag Problem
So for the last week I have been trying to figure out a name tag system for a photon multiplayer game. I am able to transfer the users input from scene to scene, and put it above the player's head. My...
View ArticleHow to run a WebGL build of the TrueSync package?
This is the process I used to attempt to create a WebGL build.Initially I had two errors as follows:AddComponent with MonoBehaviour is not allowed. Create a class that derives from MonoBehaviour and...
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 using public void OnSyncedCollisionEnter(GameObject other) { Destroy(other); } but that doesn't work, it...
View ArticleHow can I access the Event Cache?
Is there any way to access the Event Cache?What I'd like to do is have a loading screen and only remove the loading screen until the scene has finished loading and there are no more cached events in...
View ArticleHow to serialize a custom class to send to clients via RPC?
Each player has a PlayerControl class, and I want every client in a room to have each player's instance of their PlayerControl class. This will allow the game's GameRules class to send RPC's and affect...
View ArticleMake a leaderboard like Slither.io
Hi, I'm trying to make a leaderboard that displays the top players scores like slither.io does. So far I have the players scores successfully being stored using Hashtable and CustomProperties, but I...
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