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Syncing AI enemy health

HiI just started using photon and after watching lof of tutorials, i am trying to sync Enemy AI health.My player is a mele player and when i hit enemy i am trying to sync damage to AI. [PunRPC] public...

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Destroying grenade over the network

Hey,I implemented a grenade and I got a tiny issue. The grenade sends a RPC once it is hot and the time is ticking. Once the timer reaches 0 it will explode. The owner of the object calls...

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Manual destroy of Photon View

Hi,I'm Andrea, from 3GoGames. We are working on an arcade game. At the end of the game, we want to allow players to vote for rematch. When they do that, the scene is re-loaded and the flow starts...

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Help Object spawn Photon

Hello, I wanted a little help with my script because I'm having problems trying to go to the photon I add PhotonNetworking.Instantiate , there are several errors I do not know what to do, thank you,...

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Complex "input"

Hello,I am trying to implement TrueSync into my (already lockstep ready) RTS.To sync the useractions, I transmit them as classes (not the keys or mousemovement itself). For example I transmit the...

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Syncing Buffs Across the Network

Our MOBA has around 30 network objects in game at any given time. They can be affected by buffs and debuffs. I’m fairly certain this means i need to sync the current active buffs across the network for...

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'unreliable' vs 'unreliable on change' for Players

For our MOBA, the player is moving most of the time. But the player does stop to purchase items and heal.I was thinking we could save network resources by using 'unreliable on change'. But i'm...

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Anyone using Zeus? (Confused on using it)

1. What does the Zeus server actually do? "integrated matchmaking" and "NAT-punchthrough" -- is this basically a way for PCs to connect to each other behind routers? Is it continued to use to maintain...

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How to interact with scene objects for non-master clients?

I have a script, wich allows player to grab and throw game objects, but in photon multiplayer it only works for master client. What i am trying to do is to give permission for other players to use this...

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Public IP/Photon Cloud not working

Hi everyone,I might a bit of a newbie to the whole thing so please bear with me if I'm not making much sense.I've created a turn-based MP game in Unity using PUN & Photon Server. I tested most...

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PeerStatusCallbackTimeoutDissconnect

Sorry, I encountered a problem.In cosole show PeerStatusCallbackTimeoutDissconnect when I try connect to my photon server.but I already setup my...

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Problem with PUN i need help

Hello i create a 3D games but i need help for instantiation.The networking function:SCRIPT:http://imgur.com/giJ6u7VBut the Mobilesinglestickcontrol, control all the player in game.I have try the...

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Photon public connection error

Hello!I am using the Photon Control panel (Self Hosted). This works with 127.0.0.1But i have portforwarded my public ip and the port 5055 on TCP and UDP.i have it setup like this:But everytime i try to...

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Room msg limit?

Hey there,I'm wondering if Photon Voice also got a msg limit of 500 msg/room? I'm asking because Photon Voice is definitely exceeding it for me easily. My game is rather complex and I managed to...

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Late joining Bug!!!

in recent versions of PUN, a new bug is found in changing master client. consider this scenario:1. actor 1 creates a room. scene has a GO with photonView that is owned by scene. so master client (actor...

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Start Coroutine by RPC?

Is it possible to start a coroutine the same way as a regular method in C# using RPC? Do I follow the same syntax?

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Photon Turn base

Im planning to create a rock paper scissor game using Photon . Any docs for this ?Its a 2 player game where I will send to the server what I chose if its rock paper or scissor then It will announce the...

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When someone disconnects to the room during the game?

When someone disconnects to the room during the game, I do not want another one to enter the room. ?how can i do

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Dying Behind Wall with Lag Compensation

I was testing out the tutorial demo that was provided with Bolt Engine. I was under the assumption that this demo incorporates all of Bolt Engines lag compensation techniques for shooting etc. Is that...

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Cannot send op: 248 Not connected. PeerState: Disconnected in Offline mode

Hi,I am trying to add groups to the instantiation with: int[] groups = new int[] { 1,2,3,4,5 }; PhotonNetwork.SetReceivingEnabled(groups, null);I call this after I call offline mode = true and join a...

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