


PhotonNetworkingMessage.OnPhotonPlayerActivit圜hanged, PhotonNetworkingMessage.OnLobbyStatisticsUpdate, PhotonNetworkingMessage.OnOwnershipRequest, PhotonNetworkingMessage.OnWebRpcResponse, A channel of communication in Photon Chat, updated by ChatClient and provided as READ ONLY. Settings for Photon application (s) and the server to connect to. Set AuthValues before you connect - all else is handled. PhotonNetworkingMessage.OnCustomAuthenticationResponse, Here are the classes, structs, unions and interfaces with brief descriptions: Container for user authentication in Photon. PhotonNetworkingMessage.OnCustomAuthenticationFailed, PhotonNetworkingMessage.OnUpdatedFriendList,

PhotonNetworkingMessage.OnPhotonCustomRoomPropertiesChanged, PhotonNetworkingMessage.OnPhotonMaxCccuReached, PhotonNetworkingMessage.OnPhotonInstantiate, PhotonNetworkingMessage.OnPhotonSerializeView, PhotonNetworkingMessage.OnConnectedToMaster, PhotonNetworkingMessage.OnPhotonRandomJoinFailed, PhotonNetworkingMessage.OnPhotonPlayerDisconnected, PhotonNetworkingMessage.OnPhotonPlayerConnected, PhotonNetworkingMessage.OnReceivedRoomListUpdate, PhotonNetworkingMessage.OnFailedToConnectToPhoton, PhotonNetworkingMessage.OnConnectionFail, PhotonNetworkingMessage.OnDisconnectedFromPhoton, PhotonNetworkingMessage.OnPhotonJoinRoomFailed, PhotonNetworkingMessage.OnPhotonCreateRoomFailed, A variant of Debug.Log that logs an assertion message to the console. Returns the number of bytes written into the buffer. PhotonNetworkingMessage.OnMasterClientSwitched, Populate an unmanaged buffer with the current managed call stack as a sequence of UTF-8 bytes, without allocating GC memory. PhotonNetworkingMessage.OnConnectedToPhoton, The properties are not settable (open, MaxPlayers, etc). Often, these methods are triggered when network operations complete (example: when joining a room). Much like 'Update ()' in Unity, PUN will call methods in specific situations. More.Ī simplified room with just the info required to list and join, used for the room listing in the lobby. This enum defines the set of MonoMessages Photon Unity Networking is using as callbacks. The properties are settable as opposed to those of a RoomInfo and you can close or hide "your" room. This class resembles a room that PUN joins (or joined). PUN's NetworkView replacement class for networking. Summarizes a "player" within a room, identified (in that room) by actorID. The main class to use the PhotonNetwork plugin. This container is used in OnPhotonSerializeView() to either provide incoming data of a PhotonView or for you to provide it. More.Ĭontainer class for info about a particular message, RPC or update. Override the events/methods you want to use. photonView and all callbacks/events that PUN can call. This interface is used as definition of all callback methods of PUN, except OnPhotonSerializeView. If (guilayout.button ("Connect", guilayout.Groups the most important classes that you need to understand early on.ĭefines the OnPhotonSerializeView method to make it easy to implement correctly for observable scripts. IF (Int.tryParse (port_str, out port_number)) String port_str = guilayout.textfield (port.tostring (), guilayout.width (100f)) Ip = guilayout.textfield (IP, guilayout.width (200F)) To simplify we create an empty object and add the following script: So we need to create a Lobby scene where players will host or join game. Of course, calls are affected by this client's lag and that of remote clients. This method allows you to make an RPC calls on a specific player's client. It enables you to make every client in a room call a specific method.
