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enum | Photon.Realtime.JoinMode : byte { Photon.Realtime.JoinMode.Default = 0,
Photon.Realtime.JoinMode.CreateIfNotExists = 1,
Photon.Realtime.JoinMode.JoinOrRejoin = 2,
Photon.Realtime.JoinMode.RejoinOnly = 3
} |
| Defines possible values for OpJoinRoom and OpJoinOrCreate. It tells the server if the room can be only be joined normally, created implicitly or found on a web-service for Turnbased games. More...
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enum | Photon.Realtime.MatchmakingMode : byte { Photon.Realtime.MatchmakingMode.FillRoom = 0,
Photon.Realtime.MatchmakingMode.SerialMatching = 1,
Photon.Realtime.MatchmakingMode.RandomMatching = 2
} |
| Options for matchmaking rules for OpJoinRandom. More...
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enum | Photon.Realtime.ReceiverGroup : byte { Photon.Realtime.ReceiverGroup.Others = 0,
Photon.Realtime.ReceiverGroup.All = 1,
Photon.Realtime.ReceiverGroup.MasterClient = 2
} |
| Lite - OpRaiseEvent lets you chose which actors in the room should receive events. By default, events are sent to "Others" but you can overrule this. More...
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enum | Photon.Realtime.EventCaching : byte {
Photon.Realtime.EventCaching.DoNotCache = 0,
Photon.Realtime.EventCaching.MergeCache = 1,
Photon.Realtime.EventCaching.ReplaceCache = 2,
Photon.Realtime.EventCaching.RemoveCache = 3,
Photon.Realtime.EventCaching.AddToRoomCache = 4,
Photon.Realtime.EventCaching.AddToRoomCacheGlobal = 5,
Photon.Realtime.EventCaching.RemoveFromRoomCache = 6,
Photon.Realtime.EventCaching.RemoveFromRoomCacheForActorsLeft = 7,
Photon.Realtime.EventCaching.SliceIncreaseIndex = 10,
Photon.Realtime.EventCaching.SliceSetIndex = 11,
Photon.Realtime.EventCaching.SlicePurgeIndex = 12,
Photon.Realtime.EventCaching.SlicePurgeUpToIndex = 13
} |
| Lite - OpRaiseEvent allows you to cache events and automatically send them to joining players in a room. Events are cached per event code and player: Event 100 (example!) can be stored once per player. Cached events can be modified, replaced and removed. More...
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enum | Photon.Realtime.PropertyTypeFlag : byte { Photon.Realtime.PropertyTypeFlag.None = 0x00,
Photon.Realtime.PropertyTypeFlag.Game = 0x01,
Photon.Realtime.PropertyTypeFlag.Actor = 0x02,
Photon.Realtime.PropertyTypeFlag.GameAndActor = Game | Actor
} |
| Flags for "types of properties", being used as filter in OpGetProperties. More...
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enum | Photon.Realtime.LobbyType : byte { Photon.Realtime.LobbyType.Default = 0,
Photon.Realtime.LobbyType.SqlLobby = 2,
Photon.Realtime.LobbyType.AsyncRandomLobby = 3
} |
| Types of lobbies define their behaviour and capabilities. Check each value for details. More...
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enum | Photon.Realtime.AuthModeOption { Photon.Realtime.AuthModeOption.Auth,
Photon.Realtime.AuthModeOption.AuthOnce,
Photon.Realtime.AuthModeOption.AuthOnceWss
} |
| Options for authentication modes. From "classic" auth on each server to AuthOnce (on NameServer). More...
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enum | Photon.Realtime.CustomAuthenticationType : byte {
Photon.Realtime.CustomAuthenticationType.Custom = 0,
Photon.Realtime.CustomAuthenticationType.Steam = 1,
Photon.Realtime.CustomAuthenticationType.Facebook = 2,
Photon.Realtime.CustomAuthenticationType.Oculus = 3,
Photon.Realtime.CustomAuthenticationType.PlayStation = 4,
Photon.Realtime.CustomAuthenticationType.Xbox = 5,
Photon.Realtime.CustomAuthenticationType.Viveport = 10,
Photon.Realtime.CustomAuthenticationType.NintendoSwitch = 11,
Photon.Realtime.CustomAuthenticationType.None = byte.MaxValue
} |
| Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon. More...
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