Custom Authentication Flow
Hi,I'm a desktop application developer rather than a web developer, so I'm muddling through this. Thanks for your patience My understanding of the authentication flow is something like this:1. User...
View ArticleRoom 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...
View ArticleRooms freezes in WebGL
Sometimes room "freezes", when master client stops responding.Players still able to communicate with Photon server (send messages in chat, etc.), but master client becomes not available and game...
View ArticleSynchronize creating weapon entity while throwing animation
Hi! Did somebody face with the task to realise throwing network synced weapon? I'm trying to do this last few days. There is 2 main ways : create on server 2nd(double to current in hand weapon) weapon...
View ArticleSynchronisation Annimation via RPC call
Hello,I'm looking since 1 week a way to synchornise my annimation via a RPC call.I have my two player connect in my game.One of them is punching , so he is playing the annimation "Punch".I would like...
View ArticleCollision points for OnSyncedCollisionStay or Bounds.ClosestPoint equivalent...
Hi. I've recently started experimenting with TrueSync, but I came across a problem with collisions with the new engine.As mentioned in the introduction to TrueSync, it is supposedly modeled after the...
View ArticleTrueSync, general questions
Let's discuss about the awesome new TrueSync Question: is movement applied from the server? so does that mean after pressing the forward button on client and before movement prediction kicks in, if...
View ArticleBest methods to fix lagged synced players when every position/rotation is...
Hello,We are making a tron-style multiplayer game, and well. Every position/rotation is really really crucial for each player because we have a trail that is behind the player at all times. Like the...
View ArticleIs there any way to get deterministic euler angle values out of a TSTransform...
Or at least some other way of getting a deterministic angle of a synchronized gameobject?
View ArticleHow to sync up created and destroyed gameobjects for late joining players
I'm looking to create a networked scene where late players can join and sync up to the current world state. That would be tracking any previously instantiated game objects, updating their...
View ArticleUsing fibers with timers
Hi there, I have a noobish question,I have a timer class that I create an instance of every time I need to do a countdown or have a game timer and I'm having a bit of a struggle trying to wrap my head...
View ArticleLatest version of Photon Crashes when stopping Editor
I'm using Unity 5. When I have a Player Character with the PhotonView script attached to it Unity crashes to desktop , no error message in the Editor Log. I tried adding OnApplicationExit() and having...
View ArticleCheck Players In Room
Hello everyone!I'm trying to create a little multiplayer videogame in C# with photon and Unity...I want that (when player is in a room) there is a text on screen which show the numbers of players in...
View ArticleHow to determine state changes in "Hello World" example.
Hello!I'm unclear in the Corona Hello World example how to determine the state of the client; i.e. when it connects to a lobby, then connects to a room, etc.. etc..How can I check for these different...
View ArticleNoticed a different syntax used in the demo than is in your LUA/Corona...
So I see in the source code:client:setLogLevel(Logger.Level.DEBUG)Yet in the docs, I don't see setLogLevel:http://doc-api.photonengine.com/en/corona/current/modules/common.Logger.html#instance:debugI...
View ArticleCan't stop output going to console
Howdy.I've commented out every last usage "self.logger" and "print" from the hello world example in the Corona sample code, yet output keeps spewing out to my console.I'd like to disable the logger...
View ArticlePUN 1.65 Application.runInBackground causing iPhone crash in Unity 5.3
My app has been running fine with Unity 5.1 then I updated to 5.3 so I can take advantage of the new Services feature. I also updated PUN to 1.65 and when I ran the latest build the app crashed in...
View ArticleHow to update variables on an object via their photonView ID
I was to create an PunRPC that broadcasts a photonview id and some variable updates.I can't work out how to convert a photonview reference into something where I can see the attached game objects...
View ArticleParented Objects Position Offset
I'm having an issue parenting an object correctly over photon. While I can successfully parent the object via an RPC, the object is offset from the correct position by a large amount on the remote...
View ArticleHow do you set the parent object of a PhotonNetwork.InstantiateSceneObject?
I've been populating my level with Instantiated scene objects, but no matter where I call the code from in the scene structure, the objects become children of the root. How do I instantiate them as...
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