The main class to use the PhotonNetwork plugin. This class is static. More...
Public Member Functions | |
delegate void | EventCallback (byte eventCode, object content, int senderId) |
Defines the delegate usable in OnEventCall. More... | |
Static Public Member Functions | |
static void | SwitchToProtocol (ConnectionProtocol cp) |
While offline, the network protocol can be switched (which affects the ports you can use to connect). More... | |
static bool | ConnectUsingSettings (string gameVersion) |
Connect to Photon as configured in the editor (saved in PhotonServerSettings file). More... | |
static bool | ConnectToMaster (string masterServerAddress, int port, string appID, string gameVersion) |
Connect to a Photon Master Server by address, port, appID and game(client) version. More... | |
static bool | Reconnect () |
Can be used to reconnect to the master server after a disconnect. More... | |
static bool | ReconnectAndRejoin () |
When the client lost connection during gameplay, this method attempts to reconnect and rejoin the room. More... | |
static bool | ConnectToBestCloudServer (string gameVersion) |
Connect to the Photon Cloud region with the lowest ping (on platforms that support Unity's Ping). More... | |
static bool | ConnectToRegion (CloudRegionCode region, string gameVersion, string cluster=null) |
Connects to the Photon Cloud region and cluster of choice. More... | |
static void | OverrideBestCloudServer (CloudRegionCode region) |
Overwrites the region that is used for ConnectToBestCloudServer(string gameVersion). More... | |
static void | RefreshCloudServerRating () |
Pings all cloud servers again to find the one with best ping (currently). More... | |
static void | NetworkStatisticsReset () |
Resets the traffic stats and re-enables them. More... | |
static string | NetworkStatisticsToString () |
Only available when NetworkStatisticsEnabled was used to gather some stats. More... | |
static void | InitializeSecurity () |
Used for compatibility with Unity networking only. Encryption is automatically initialized while connecting. More... | |
static void | Disconnect () |
Makes this client disconnect from the photon server, a process that leaves any room and calls OnDisconnectedFromPhoton on completion. More... | |
static bool | FindFriends (string[] friendsToFind, FindFriendsOptions options=null) |
Requests the rooms and online status for a list of friends and saves the result in PhotonNetwork.Friends. More... | |
static bool | CreateRoom (string roomName) |
Creates a room with given name but fails if this room(name) is existing already. Creates random name for roomName null. More... | |
static bool | CreateRoom (string roomName, RoomOptions roomOptions, TypedLobby typedLobby) |
Creates a room but fails if this room is existing already. Can only be called on Master Server. More... | |
static bool | CreateRoom (string roomName, RoomOptions roomOptions, TypedLobby typedLobby, string[] expectedUsers) |
Creates a room but fails if this room is existing already. Can only be called on Master Server. More... | |
static bool | JoinRoom (string roomName) |
Join room by roomname and on success calls OnJoinedRoom(). This is not affected by lobbies. More... | |
static bool | JoinRoom (string roomName, string[] expectedUsers) |
Join room by roomname and on success calls OnJoinedRoom(). This is not affected by lobbies. More... | |
static bool | JoinOrCreateRoom (string roomName, RoomOptions roomOptions, TypedLobby typedLobby) |
Lets you either join a named room or create it on the fly - you don't have to know if someone created the room already. More... | |
static bool | JoinOrCreateRoom (string roomName, RoomOptions roomOptions, TypedLobby typedLobby, string[] expectedUsers) |
Lets you either join a named room or create it on the fly - you don't have to know if someone created the room already. More... | |
static bool | JoinRandomRoom () |
Joins any available room of the currently used lobby and fails if none is available. More... | |
static bool | JoinRandomRoom (Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers) |
Attempts to join an open room with fitting, custom properties but fails if none is currently available. More... | |
static bool | JoinRandomRoom (Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter, string[] expectedUsers=null) |
Attempts to join an open room with fitting, custom properties but fails if none is currently available. More... | |
static bool | ReJoinRoom (string roomName) |
Can be used to return to a room after a disconnect and reconnect. More... | |
static bool | JoinLobby () |
On MasterServer this joins the default lobby which list rooms currently in use. More... | |
static bool | JoinLobby (TypedLobby typedLobby) |
On a Master Server you can join a lobby to get lists of available rooms. More... | |
static bool | LeaveLobby () |
Leave a lobby to stop getting updates about available rooms. More... | |
static bool | LeaveRoom (bool becomeInactive=true) |
Leave the current room and return to the Master Server where you can join or create rooms (see remarks). More... | |
static bool | GetCustomRoomList (TypedLobby typedLobby, string sqlLobbyFilter) |
Fetches a custom list of games from the server, matching a SQL-like "where" clause, then triggers OnReceivedRoomListUpdate callback. More... | |
static RoomInfo[] | GetRoomList () |
Gets currently cached rooms of the last rooms list sent by the server as RoomInfo array. This list is either available and updated automatically and periodically while in a lobby (check insideLobby) or received as a response to PhotonNetwork.GetCustomRoomList(). More... | |
static void | SetPlayerCustomProperties (Hashtable customProperties) |
Sets this (local) player's properties and synchronizes them to the other players (don't modify them directly). More... | |
static void | RemovePlayerCustomProperties (string[] customPropertiesToDelete) |
Locally removes Custom Properties of "this" player. Important: This does not synchronize the change! Useful when you switch rooms. More... | |
static bool | RaiseEvent (byte eventCode, object eventContent, bool sendReliable, RaiseEventOptions options) |
Sends fully customizable events in a room. Events consist of at least an EventCode (0..199) and can have content. More... | |
static int | AllocateViewID () |
Allocates a viewID that's valid for the current/local player. More... | |
static int | AllocateSceneViewID () |
Enables the Master Client to allocate a viewID that is valid for scene objects. More... | |
static void | UnAllocateViewID (int viewID) |
Unregister a viewID (of manually instantiated and destroyed networked objects). More... | |
static GameObject | Instantiate (string prefabName, Vector3 position, Quaternion rotation, byte group) |
Instantiate a prefab over the network. This prefab needs to be located in the root of a "Resources" folder. More... | |
static GameObject | Instantiate (string prefabName, Vector3 position, Quaternion rotation, byte group, object[] data) |
Instantiate a prefab over the network. This prefab needs to be located in the root of a "Resources" folder. More... | |
static GameObject | InstantiateSceneObject (string prefabName, Vector3 position, Quaternion rotation, byte group, object[] data) |
Instantiate a scene-owned prefab over the network. The PhotonViews will be controllable by the MasterClient. This prefab needs to be located in the root of a "Resources" folder. More... | |
static int | GetPing () |
The current roundtrip time to the photon server. More... | |
static void | FetchServerTimestamp () |
Refreshes the server timestamp (async operation, takes a roundtrip). More... | |
static void | SendOutgoingCommands () |
Can be used to immediately send the RPCs and Instantiates just called, so they are on their way to the other players. More... | |
static bool | CloseConnection (PhotonPlayer kickPlayer) |
Request a client to disconnect (KICK). Only the master client can do this More... | |
static bool | SetMasterClient (PhotonPlayer masterClientPlayer) |
Asks the server to assign another player as Master Client of your current room. More... | |
static void | Destroy (PhotonView targetView) |
Network-Destroy the GameObject associated with the PhotonView, unless the PhotonView is static or not under this client's control. More... | |
static void | Destroy (GameObject targetGo) |
Network-Destroy the GameObject, unless it is static or not under this client's control. More... | |
static void | DestroyPlayerObjects (PhotonPlayer targetPlayer) |
Network-Destroy all GameObjects, PhotonViews and their RPCs of targetPlayer. Can only be called on local player (for "self") or Master Client (for anyone). More... | |
static void | DestroyPlayerObjects (int targetPlayerId) |
Network-Destroy all GameObjects, PhotonViews and their RPCs of this player (by ID). Can only be called on local player (for "self") or Master Client (for anyone). More... | |
static void | DestroyAll () |
Network-Destroy all GameObjects, PhotonViews and their RPCs in the room. Removes anything buffered from the server. Can only be called by Master Client (for anyone). More... | |
static void | RemoveRPCs (PhotonPlayer targetPlayer) |
Remove all buffered RPCs from server that were sent by targetPlayer. Can only be called on local player (for "self") or Master Client (for anyone). More... | |
static void | RemoveRPCs (PhotonView targetPhotonView) |
Remove all buffered RPCs from server that were sent via targetPhotonView. The Master Client and the owner of the targetPhotonView may call this. More... | |
static void | RemoveRPCsInGroup (int targetGroup) |
Remove all buffered RPCs from server that were sent in the targetGroup, if this is the Master Client or if this controls the individual PhotonView. More... | |
static void | CacheSendMonoMessageTargets (Type type) |
Populates SendMonoMessageTargets with currently existing GameObjects that have a Component of type. More... | |
static HashSet< GameObject > | FindGameObjectsWithComponent (Type type) |
Finds the GameObjects with Components of a specific type (using FindObjectsOfType). More... | |
static void | SetReceivingEnabled (int group, bool enabled) |
static void | SetInterestGroups (byte group, bool enabled) |
Enable/disable receiving events from a given Interest Group. More... | |
static void | SetReceivingEnabled (int[] enableGroups, int[] disableGroups) |
static void | SetInterestGroups (byte[] disableGroups, byte[] enableGroups) |
Enable/disable receiving on given Interest Groups (applied to PhotonViews). More... | |
static void | SetSendingEnabled (int group, bool enabled) |
static void | SetSendingEnabled (byte group, bool enabled) |
Enable/disable sending on given group (applied to PhotonViews) More... | |
static void | SetSendingEnabled (int[] enableGroups, int[] disableGroups) |
static void | SetSendingEnabled (byte[] disableGroups, byte[] enableGroups) |
Enable/disable sending on given groups (applied to PhotonViews) More... | |
static void | SetLevelPrefix (short prefix) |
Sets level prefix for PhotonViews instantiated later on. Don't set it if you need only one! More... | |
static void | LoadLevel (int levelNumber) |
Wraps loading a level to pause the network message-queue. Optionally syncs the loaded level in a room. More... | |
static AsyncOperation | LoadLevelAsync (int levelNumber) |
Wraps single asynchronous loading of a level to pause the network message-queue. Optionally syncs the loaded level in a room. More... | |
static void | LoadLevel (string levelName) |
Wraps loading a level to pause the network message-queue. Optionally syncs the loaded level in a room. More... | |
static AsyncOperation | LoadLevelAsync (string levelName) |
Wraps single asynchronous loading of a level to pause the network message-queue. Optionally syncs the loaded level in a room. More... | |
static bool | WebRpc (string name, object parameters) |
This operation makes Photon call your custom web-service by name (path) with the given parameters. More... | |
static bool | CallEvent (byte eventCode, object content, int senderId) |
Static Public Attributes | |
const string | versionPUN = "1.101" |
Version number of PUN. Also used in GameVersion to separate client version from each other. More... | |
static readonly int | MAX_VIEW_IDS = 1000 |
The maximum number of assigned PhotonViews per player (or scene). See the General Documentation topic "Limitations" on how to raise this limitation. More... | |
static ServerSettings | PhotonServerSettings = (ServerSettings)Resources.Load(PhotonNetwork.serverSettingsAssetFile, typeof(ServerSettings)) |
Serialized server settings, written by the Setup Wizard for use in ConnectUsingSettings. More... | |
static bool | InstantiateInRoomOnly = true |
If true, Instantiate methods will check if you are in a room and fail if you are not. More... | |
static PhotonLogLevel | logLevel = PhotonLogLevel.ErrorsOnly |
Network log level. Controls how verbose PUN is. More... | |
static float | precisionForVectorSynchronization = 0.000099f |
The minimum difference that a Vector2 or Vector3(e.g. a transforms rotation) needs to change before we send it via a PhotonView's OnSerialize/ObservingComponent. More... | |
static float | precisionForQuaternionSynchronization = 1.0f |
The minimum angle that a rotation needs to change before we send it via a PhotonView's OnSerialize/ObservingComponent. More... | |
static float | precisionForFloatSynchronization = 0.01f |
The minimum difference between floats before we send it via a PhotonView's OnSerialize/ObservingComponent. More... | |
static bool | UseRpcMonoBehaviourCache |
While enabled, the MonoBehaviours on which we call RPCs are cached, avoiding costly GetComponents<MonoBehaviour>() calls. More... | |
static bool | UsePrefabCache = true |
While enabled (true), Instantiate uses PhotonNetwork.PrefabCache to keep game objects in memory (improving instantiation of the same prefab). More... | |
static Dictionary< string, GameObject > | PrefabCache = new Dictionary<string, GameObject>() |
Keeps references to GameObjects for frequent instantiation (out of memory instead of loading the Resources). More... | |
static HashSet< GameObject > | SendMonoMessageTargets |
If not null, this is the (exclusive) list of GameObjects that get called by PUN SendMonoMessage(). More... | |
static Type | SendMonoMessageTargetType = typeof(MonoBehaviour) |
Defines which classes can contain PUN Callback implementations. More... | |
static bool | StartRpcsAsCoroutine = true |
Can be used to skip starting RPCs as Coroutine, which can be a performance issue. More... | |
static int | maxConnections |
Only used in Unity Networking. In PUN, set the number of players in PhotonNetwork.CreateRoom. More... | |
static float | BackgroundTimeout = 60.0f |
Defines how many seconds PUN keeps the connection, after Unity's OnApplicationPause(true) call. Default: 60 seconds. More... | |
Properties | |
static string | gameVersion [get, set] |
Version string for your this build. Can be used to separate incompatible clients. Sent during connect. More... | |
static string? | ServerAddress [get] |
Currently used server address (no matter if master or game server). More... | |
static CloudRegionCode? | CloudRegion [get] |
Currently used Cloud Region (if any). As long as the client is not on a Master Server or Game Server, the region is not yet defined. More... | |
static string? | CurrentCluster [get] |
The cluster name provided by the Name Server. More... | |
static bool | connected [get] |
False until you connected to Photon initially. True in offline mode, while connected to any server and even while switching servers. More... | |
static bool | connecting [get] |
True when you called ConnectUsingSettings (or similar) until the low level connection to Photon gets established. More... | |
static bool | connectedAndReady [get] |
A refined version of connected which is true only if your connection to the server is ready to accept operations like join, leave, etc. More... | |
static ConnectionState | connectionState [get] |
Simplified connection state More... | |
static ClientState? | connectionStateDetailed [get] |
Detailed connection state (ignorant of PUN, so it can be "disconnected" while switching servers). More... | |
static ServerConnection? | Server [get] |
The server (type) this client is currently connected or connecting to. More... | |
static AuthenticationValues? | AuthValues [get, set] |
A user's authentication values used during connect. More... | |
static Room | room [get] |
Get the room we're currently in. Null if we aren't in any room. More... | |
static PhotonPlayer | player [get] |
The local PhotonPlayer. Always available and represents this player. CustomProperties can be set before entering a room and will be synced as well. More... | |
static PhotonPlayer | masterClient [get] |
The Master Client of the current room or null (outside of rooms). More... | |
static string | playerName [get, set] |
Set to synchronize the player's nickname with everyone in the room(s) you enter. This sets PhotonNetwork.player.NickName. More... | |
static PhotonPlayer[] | playerList [get] |
The list of players in the current room, including the local player. More... | |
static PhotonPlayer[] | otherPlayers [get] |
The list of players in the current room, excluding the local player. More... | |
static List< FriendInfo > | Friends [get, set] |
Read-only list of friends, their online status and the room they are in. Null until initialized by a FindFriends call. More... | |
static int? | FriendsListAge [get] |
Age of friend list info (in milliseconds). It's 0 until a friend list is fetched. More... | |
static IPunPrefabPool | PrefabPool [get, set] |
An Object Pool can be used to keep and reuse instantiated object instances. It replaced Unity's default Instantiate and Destroy methods. More... | |
static bool | offlineMode [get, set] |
Offline mode can be set to re-use your multiplayer code in singleplayer game modes. When this is on PhotonNetwork will not create any connections and there is near to no overhead. Mostly usefull for reusing RPC's and PhotonNetwork.Instantiate More... | |
static bool | automaticallySyncScene [get, set] |
Defines if all clients in a room should load the same level as the Master Client (if that used PhotonNetwork.LoadLevel). More... | |
static bool | autoCleanUpPlayerObjects [get, set] |
This setting defines per room, if network-instantiated GameObjects (with PhotonView) get cleaned up when the creator of it leaves. More... | |
static bool | autoJoinLobby [get, set] |
Set in PhotonServerSettings asset. Defines if the PhotonNetwork should join the "lobby" when connected to the Master server. More... | |
static bool | EnableLobbyStatistics [get, set] |
Set in PhotonServerSettings asset. Enable to get a list of active lobbies from the Master Server. More... | |
static List< TypedLobbyInfo > | LobbyStatistics [get] |
If turned on, the Master Server will provide information about active lobbies for this application. More... | |
static bool | insideLobby [get] |
True while this client is in a lobby. More... | |
static TypedLobby | lobby [get, set] |
The lobby that will be used when PUN joins a lobby or creates a game. More... | |
static int | sendRate [get, set] |
Defines how many times per second PhotonNetwork should send a package. If you change this, do not forget to also change 'sendRateOnSerialize'. More... | |
static int | sendRateOnSerialize [get, set] |
Defines how many times per second OnPhotonSerialize should be called on PhotonViews. More... | |
static bool | isMessageQueueRunning [get, set] |
Can be used to pause dispatching of incoming evtents (RPCs, Instantiates and anything else incoming). More... | |
static double | time [get] |
Photon network time, synched with the server. More... | |
static int | ServerTimestamp [get] |
The current server's millisecond timestamp. More... | |
static bool | isMasterClient [get] |
Are we the master client? More... | |
static bool | inRoom [get] |
Is true while being in a room (connectionStateDetailed == ClientState.Joined). More... | |
static bool | isNonMasterClientInRoom [get] |
True if we are in a room (client) and NOT the room's masterclient More... | |
static int | countOfPlayersOnMaster [get] |
The count of players currently looking for a room (available on MasterServer in 5sec intervals). More... | |
static int | countOfPlayersInRooms [get] |
Count of users currently playing your app in some room (sent every 5sec by Master Server). Use PhotonNetwork.playerList.Length or PhotonNetwork.room.PlayerCount to get the count of players in the room you're in! More... | |
static int | countOfPlayers [get] |
The count of players currently using this application (available on MasterServer in 5sec intervals). More... | |
static int | countOfRooms [get] |
The count of rooms currently in use (available on MasterServer in 5sec intervals). More... | |
static bool | NetworkStatisticsEnabled [get, set] |
Enables or disables the collection of statistics about this client's traffic. More... | |
static int | ResentReliableCommands [get] |
Count of commands that got repeated (due to local repeat-timing before an ACK was received). More... | |
static bool | CrcCheckEnabled [get, set] |
Crc checks can be useful to detect and avoid issues with broken datagrams. Can be enabled while not connected. More... | |
static int | PacketLossByCrcCheck [get] |
If CrcCheckEnabled, this counts the incoming packages that don't have a valid CRC checksum and got rejected. More... | |
static int | MaxResendsBeforeDisconnect [get, set] |
Defines the number of times a reliable message can be resent before not getting an ACK for it will trigger a disconnect. Default: 5. More... | |
static int | QuickResends [get, set] |
In case of network loss, reliable messages can be repeated quickly up to 3 times. More... | |
static bool | UseAlternativeUdpPorts [get, set] |
Switch to alternative ports for a UDP connection to the Public Cloud. More... | |
Events | |
static EventCallback | OnEventCall |
Register your RaiseEvent handling methods here by using "+=". More... | |
The main class to use the PhotonNetwork plugin. This class is static.
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Enables the Master Client to allocate a viewID that is valid for scene objects.
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Allocates a viewID that's valid for the current/local player.
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Populates SendMonoMessageTargets with currently existing GameObjects that have a Component of type.
type | If null, this will use SendMonoMessageTargets as component-type (MonoBehaviour by default). |
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Request a client to disconnect (KICK). Only the master client can do this
Only the target player gets this event. That player will disconnect automatically, which is what the others will notice, too.
kickPlayer | The PhotonPlayer to kick. |
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Connect to the Photon Cloud region with the lowest ping (on platforms that support Unity's Ping).
Will save the result of pinging all cloud servers in PlayerPrefs. Calling this the first time can take +-2 seconds. The ping result can be overridden via PhotonNetwork.OverrideBestCloudServer(..) This call can take up to 2 seconds if it is the first time you are using this, all cloud servers will be pinged to check for the best region.
The PUN Setup Wizard stores your appID in a settings file and applies a server address/port. To connect to the Photon Cloud, a valid AppId must be in the settings file (shown in the Photon Cloud Dashboard). https://www.photonengine.com/dashboard
Connecting to the Photon Cloud might fail due to:
gameVersion | This client's version number. Users are separated from each other by gameversion (which allows you to make breaking changes). |
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Connect to a Photon Master Server by address, port, appID and game(client) version.
To connect to the Photon Cloud, a valid AppId must be in the settings file (shown in the Photon Cloud Dashboard). https://www.photonengine.com/dashboard
Connecting to the Photon Cloud might fail due to:
masterServerAddress | The server's address (either your own or Photon Cloud address). |
port | The server's port to connect to. |
appID | Your application ID (Photon Cloud provides you with a GUID for your game). |
gameVersion | This client's version number. Users are separated by gameversion (which allows you to make breaking changes). |
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Connects to the Photon Cloud region and cluster of choice.
Connecting to a specific cluster may be necessary, when regions get sharded and you support friends.
In all other cases, you should not define a cluster as this allows the Name Server to distribute clients as needed. A random, load balanced cluster will be selected if available.
The Name Server has the final say to assign a cluster as available. Once connected, check the value of CurrentCluster.
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Connect to Photon as configured in the editor (saved in PhotonServerSettings file).
This method will disable offlineMode (which won't destroy any instantiated GOs) and it will set isMessageQueueRunning to true.
Your server configuration is created by the PUN Wizard and contains the AppId and region for Photon Cloud games and the server address if you host Photon yourself. These settings usually don't change often.
To ignore the config file and connect anywhere call: PhotonNetwork.ConnectToMaster.
To connect to the Photon Cloud, a valid AppId must be in the settings file (shown in the Photon Cloud Dashboard). https://www.photonengine.com/dashboard
Connecting to the Photon Cloud might fail due to:
gameVersion | This client's version number. Users are separated from each other by gameversion (which allows you to make breaking changes). |
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Creates a room with given name but fails if this room(name) is existing already. Creates random name for roomName null.
If you don't want to create a unique room-name, pass null or "" as name and the server will assign a roomName (a GUID as string).
The created room is automatically placed in the currently used lobby (if any) or the default-lobby if you didn't explicitly join one.
Call this only on the master server. Internally, the master will respond with a server-address (and roomName, if needed). Both are used internally to switch to the assigned game server and roomName.
PhotonNetwork.autoCleanUpPlayerObjects will become this room's AutoCleanUp property and that's used by all clients that join this room.
roomName | Unique name of the room to create. |
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Creates a room but fails if this room is existing already. Can only be called on Master Server.
When successful, this calls the callbacks OnCreatedRoom and OnJoinedRoom (the latter, cause you join as first player). If the room can't be created (because it exists already), OnPhotonCreateRoomFailed gets called.
If you don't want to create a unique room-name, pass null or "" as name and the server will assign a roomName (a GUID as string).
Rooms can be created in any number of lobbies. Those don't have to exist before you create a room in them (they get auto-created on demand). Lobbies can be useful to split room lists on the server-side already. That can help keep the room lists short and manageable. If you set a typedLobby parameter, the room will be created in that lobby (no matter if you are active in any). If you don't set a typedLobby, the room is automatically placed in the currently active lobby (if any) or the default-lobby.
Call this only on the master server. Internally, the master will respond with a server-address (and roomName, if needed). Both are used internally to switch to the assigned game server and roomName.
PhotonNetwork.autoCleanUpPlayerObjects will become this room's autoCleanUp property and that's used by all clients that join this room.
roomName | Unique name of the room to create. Pass null or "" to make the server generate a name. |
roomOptions | Common options for the room like MaxPlayers, initial custom room properties and similar. See RoomOptions type.. |
typedLobby | If null, the room is automatically created in the currently used lobby (which is "default" when you didn't join one explicitly). |
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Creates a room but fails if this room is existing already. Can only be called on Master Server.
When successful, this calls the callbacks OnCreatedRoom and OnJoinedRoom (the latter, cause you join as first player). If the room can't be created (because it exists already), OnPhotonCreateRoomFailed gets called.
If you don't want to create a unique room-name, pass null or "" as name and the server will assign a roomName (a GUID as string).
Rooms can be created in any number of lobbies. Those don't have to exist before you create a room in them (they get auto-created on demand). Lobbies can be useful to split room lists on the server-side already. That can help keep the room lists short and manageable. If you set a typedLobby parameter, the room will be created in that lobby (no matter if you are active in any). If you don't set a typedLobby, the room is automatically placed in the currently active lobby (if any) or the default-lobby.
Call this only on the master server. Internally, the master will respond with a server-address (and roomName, if needed). Both are used internally to switch to the assigned game server and roomName.
PhotonNetwork.autoCleanUpPlayerObjects will become this room's autoCleanUp property and that's used by all clients that join this room.
You can define an array of expectedUsers, to block player slots in the room for these users. The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
roomName | Unique name of the room to create. Pass null or "" to make the server generate a name. |
roomOptions | Common options for the room like MaxPlayers, initial custom room properties and similar. See RoomOptions type.. |
typedLobby | If null, the room is automatically created in the currently used lobby (which is "default" when you didn't join one explicitly). |
expectedUsers | Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for. |
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Network-Destroy the GameObject, unless it is static or not under this client's control.
Destroying a networked GameObject includes:
Usually, when you leave a room, the GOs get destroyed automatically. If you have to destroy a GO while not in a room, the Destroy is only done locally.
Destroying networked objects works only if they got created with PhotonNetwork.Instantiate(). Objects loaded with a scene are ignored, no matter if they have PhotonView components.
The GameObject must be under this client's control:
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Network-Destroy the GameObject associated with the PhotonView, unless the PhotonView is static or not under this client's control.
Destroying a networked GameObject while in a Room includes:
Usually, when you leave a room, the GOs get destroyed automatically. If you have to destroy a GO while not in a room, the Destroy is only done locally.
Destroying networked objects works only if they got created with PhotonNetwork.Instantiate(). Objects loaded with a scene are ignored, no matter if they have PhotonView components.
The GameObject must be under this client's control:
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Network-Destroy all GameObjects, PhotonViews and their RPCs in the room. Removes anything buffered from the server. Can only be called by Master Client (for anyone).
Can only be called by Master Client (for anyone). Unlike the Destroy methods, this will remove anything from the server's room buffer. If your game buffers anything beyond Instantiate and RPC calls, that will be cleaned as well from server.
Destroying all includes:
Destroying networked objects works only if they got created with PhotonNetwork.Instantiate(). Objects loaded with a scene are ignored, no matter if they have PhotonView components.
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Network-Destroy all GameObjects, PhotonViews and their RPCs of this player (by ID). Can only be called on local player (for "self") or Master Client (for anyone).
Destroying a networked GameObject includes:
Destroying networked objects works only if they got created with PhotonNetwork.Instantiate(). Objects loaded with a scene are ignored, no matter if they have PhotonView components.
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Network-Destroy all GameObjects, PhotonViews and their RPCs of targetPlayer. Can only be called on local player (for "self") or Master Client (for anyone).
Destroying a networked GameObject includes:
Destroying networked objects works only if they got created with PhotonNetwork.Instantiate(). Objects loaded with a scene are ignored, no matter if they have PhotonView components.
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Makes this client disconnect from the photon server, a process that leaves any room and calls OnDisconnectedFromPhoton on completion.
When you disconnect, the client will send a "disconnecting" message to the server. This speeds up leave/disconnect messages for players in the same room as you (otherwise the server would timeout this client's connection). When used in offlineMode, the state-change and event-call OnDisconnectedFromPhoton are immediate. Offline mode is set to false as well. Once disconnected, the client can connect again. Use ConnectUsingSettings.
delegate void PhotonNetwork.EventCallback | ( | byte | eventCode, |
object | content, | ||
int | senderId | ||
) |
Defines the delegate usable in OnEventCall.
Any eventCode < 200 will be forwarded to your delegate(s).
eventCode | The code assigend to the incoming event. |
content | The content the sender put into the event. |
senderId | The ID of the player who sent the event. It might be 0, if the "room" sent the event. |
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Refreshes the server timestamp (async operation, takes a roundtrip).
Can be useful if a bad connection made the timestamp unusable or imprecise.
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Requests the rooms and online status for a list of friends and saves the result in PhotonNetwork.Friends.
Works only on Master Server to find the rooms played by a selected list of users.
The result will be stored in PhotonNetwork.Friends when available. That list is initialized on first use of OpFindFriends (before that, it is null). To refresh the list, call FindFriends again (in 5 seconds or 10 or 20).
Users identify themselves by setting a unique userId in the PhotonNetwork.AuthValues. See remarks of AuthenticationValues for info about how this is set and used.
The list of friends must be fetched from some other source (not provided by Photon).
Internal: The server response includes 2 arrays of info (each index matching a friend from the request): ParameterCode.FindFriendsResponseOnlineList = bool[] of online states ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)
friendsToFind | Array of friend (make sure to use unique playerName or AuthValues). |
options | Options that affect the result of the FindFriends operation. |
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Finds the GameObjects with Components of a specific type (using FindObjectsOfType).
type | Type must be a Component |
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Fetches a custom list of games from the server, matching a SQL-like "where" clause, then triggers OnReceivedRoomListUpdate callback.
Operation is only available for lobbies of type SqlLobby. Note: You don't have to join that lobby. This is an async request.
When done, OnReceivedRoomListUpdate gets called. Use GetRoomList() to access it.
https://doc.photonengine.com/en-us/pun/current/lobby-and-matchmaking/matchmaking-and-lobby::sql_lobby_type
typedLobby | The lobby to query. Has to be of type SqlLobby. |
sqlLobbyFilter | The sql query statement. |
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The current roundtrip time to the photon server.
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Gets currently cached rooms of the last rooms list sent by the server as RoomInfo array. This list is either available and updated automatically and periodically while in a lobby (check insideLobby) or received as a response to PhotonNetwork.GetCustomRoomList().
This list is a cached copy of the internal rooms list so it can be accessed each frame if needed. Per RoomInfo you can check if the room is full by comparing playerCount and MaxPlayers before you allow a join.
The name of a room must be used to join it (via JoinRoom).
Closed rooms are also listed by lobbies but they can't be joined. While in a room, any player can set Room.visible and Room.open to hide rooms from matchmaking and close them.
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Used for compatibility with Unity networking only. Encryption is automatically initialized while connecting.
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Instantiate a prefab over the network. This prefab needs to be located in the root of a "Resources" folder.
Instead of using prefabs in the Resources folder, you can manually Instantiate and assign PhotonViews. See doc.
prefabName | Name of the prefab to instantiate. |
position | Position Vector3 to apply on instantiation. |
rotation | Rotation Quaternion to apply on instantiation. |
group | The group for this PhotonView. |
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Instantiate a prefab over the network. This prefab needs to be located in the root of a "Resources" folder.
Instead of using prefabs in the Resources folder, you can manually Instantiate and assign PhotonViews. See doc.
prefabName | Name of the prefab to instantiate. |
position | Position Vector3 to apply on instantiation. |
rotation | Rotation Quaternion to apply on instantiation. |
group | The group for this PhotonView. |
data | Optional instantiation data. This will be saved to it's PhotonView.instantiationData. |
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Instantiate a scene-owned prefab over the network. The PhotonViews will be controllable by the MasterClient. This prefab needs to be located in the root of a "Resources" folder.
Only the master client can Instantiate scene objects. Instead of using prefabs in the Resources folder, you can manually Instantiate and assign PhotonViews. See doc.
prefabName | Name of the prefab to instantiate. |
position | Position Vector3 to apply on instantiation. |
rotation | Rotation Quaternion to apply on instantiation. |
group | The group for this PhotonView. |
data | Optional instantiation data. This will be saved to it's PhotonView.instantiationData. |
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On MasterServer this joins the default lobby which list rooms currently in use.
The room list is sent and refreshed by the server. You can access this cached list by PhotonNetwork.GetRoomList().
Per room you should check if it's full or not before joining. Photon also lists rooms that are full, unless you close and hide them (room.open = false and room.visible = false).
In best case, you make your clients join random games, as described here: https://doc.photonengine.com/en-us/pun/current/lobby-and-matchmaking/matchmaking-and-lobby
You can show your current players and room count without joining a lobby (but you must be on the master server). Use: countOfPlayers, countOfPlayersOnMaster, countOfPlayersInRooms and countOfRooms.
You can use more than one lobby to keep the room lists shorter. See JoinLobby(TypedLobby lobby). When creating new rooms, they will be "attached" to the currently used lobby or the default lobby.
You can use JoinRandomRoom without being in a lobby! Set autoJoinLobby = false before you connect, to not join a lobby. In that case, the connect-workflow will call OnConnectedToMaster (if you implement it) when it's done.
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On a Master Server you can join a lobby to get lists of available rooms.
The room list is sent and refreshed by the server. You can access this cached list by PhotonNetwork.GetRoomList().
Any client can "make up" any lobby on the fly. Splitting rooms into multiple lobbies will keep each list shorter. However, having too many lists might ruin the matchmaking experience.
In best case, you create a limited number of lobbies. For example, create a lobby per game-mode: "koth" for king of the hill and "ffa" for free for all, etc.
There is no listing of lobbies at the moment.
Sql-typed lobbies offer a different filtering model for random matchmaking. This might be more suited for skillbased-games. However, you will also need to follow the conventions for naming filterable properties in sql-lobbies! Both is explained in the matchmaking doc linked below.
In best case, you make your clients join random games, as described here: https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby
Per room you should check if it's full or not before joining. Photon does list rooms that are full, unless you close and hide them (room.open = false and room.visible = false).
You can show your games current players and room count without joining a lobby (but you must be on the master server). Use: countOfPlayers, countOfPlayersOnMaster, countOfPlayersInRooms and countOfRooms.
When creating new rooms, they will be "attached" to the currently used lobby or the default lobby.
You can use JoinRandomRoom without being in a lobby! Set autoJoinLobby = false before you connect, to not join a lobby. In that case, the connect-workflow will call OnConnectedToMaster (if you implement it) when it's done.
typedLobby | A typed lobby to join (must have name and type). |
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Lets you either join a named room or create it on the fly - you don't have to know if someone created the room already.
This makes it easier for groups of players to get into the same room. Once the group exchanged a roomName, any player can call JoinOrCreateRoom and it doesn't matter who actually joins or creates the room.
The parameters roomOptions and typedLobby are only used when the room actually gets created by this client. You know if this client created a room, if you get a callback OnCreatedRoom (before OnJoinedRoom gets called as well).
roomName | Name of the room to join. Must be non null. |
roomOptions | Options for the room, in case it does not exist yet. Else these values are ignored. |
typedLobby | Lobby you want a new room to be listed in. Ignored if the room was existing and got joined. |
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Lets you either join a named room or create it on the fly - you don't have to know if someone created the room already.
This makes it easier for groups of players to get into the same room. Once the group exchanged a roomName, any player can call JoinOrCreateRoom and it doesn't matter who actually joins or creates the room.
The parameters roomOptions and typedLobby are only used when the room actually gets created by this client. You know if this client created a room, if you get a callback OnCreatedRoom (before OnJoinedRoom gets called as well).
You can define an array of expectedUsers, to block player slots in the room for these users. The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
roomName | Name of the room to join. Must be non null. |
roomOptions | Options for the room, in case it does not exist yet. Else these values are ignored. |
typedLobby | Lobby you want a new room to be listed in. Ignored if the room was existing and got joined. |
expectedUsers | Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for. |
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Joins any available room of the currently used lobby and fails if none is available.
Rooms can be created in arbitrary lobbies which get created on demand. You can join rooms from any lobby without actually joining the lobby. Use the JoinRandomRoom overload with TypedLobby parameter.
This method will only match rooms attached to one lobby! If you use many lobbies, you might have to repeat JoinRandomRoom, to find some fitting room. This method looks up a room in the currently active lobby or (if no lobby is joined) in the default lobby.
If this fails, you can still create a room (and make this available for the next who uses JoinRandomRoom). Alternatively, try again in a moment.
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Attempts to join an open room with fitting, custom properties but fails if none is currently available.
Rooms can be created in arbitrary lobbies which get created on demand. You can join rooms from any lobby without actually joining the lobby. Use the JoinRandomRoom overload with TypedLobby parameter.
This method will only match rooms attached to one lobby! If you use many lobbies, you might have to repeat JoinRandomRoom, to find some fitting room. This method looks up a room in the currently active lobby or (if no lobby is joined) in the default lobby.
If this fails, you can still create a room (and make this available for the next who uses JoinRandomRoom). Alternatively, try again in a moment.
expectedCustomRoomProperties | Filters for rooms that match these custom properties (string keys and values). To ignore, pass null. |
expectedMaxPlayers | Filters for a particular maxplayer setting. Use 0 to accept any maxPlayer value. |
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Attempts to join an open room with fitting, custom properties but fails if none is currently available.
Rooms can be created in arbitrary lobbies which get created on demand. You can join rooms from any lobby without actually joining the lobby with this overload.
This method will only match rooms attached to one lobby! If you use many lobbies, you might have to repeat JoinRandomRoom, to find some fitting room. This method looks up a room in the specified lobby or the currently active lobby (if none specified) or in the default lobby (if none active).
If this fails, you can still create a room (and make this available for the next who uses JoinRandomRoom). Alternatively, try again in a moment.
In offlineMode, a room will be created but no properties will be set and all parameters of this JoinRandomRoom call are ignored. The event/callback OnJoinedRoom gets called (see enum PhotonNetworkingMessage).
You can define an array of expectedUsers, to block player slots in the room for these users. The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
expectedCustomRoomProperties | Filters for rooms that match these custom properties (string keys and values). To ignore, pass null. |
expectedMaxPlayers | Filters for a particular maxplayer setting. Use 0 to accept any maxPlayer value. |
matchingType | Selects one of the available matchmaking algorithms. See MatchmakingMode enum for options. |
typedLobby | The lobby in which you want to lookup a room. Pass null, to use the default lobby. This does not join that lobby and neither sets the lobby property. |
sqlLobbyFilter | A filter-string for SQL-typed lobbies. |
expectedUsers | Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for. |
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Join room by roomname and on success calls OnJoinedRoom(). This is not affected by lobbies.
On success, the method OnJoinedRoom() is called on any script. You can implement it to react to joining a room.
JoinRoom fails if the room is either full or no longer available (it might become empty while you attempt to join). Implement OnPhotonJoinRoomFailed() to get a callback in error case.
To join a room from the lobby's listing, use RoomInfo.Name as roomName here. Despite using multiple lobbies, a roomName is always "global" for your application and so you don't have to specify which lobby it's in. The Master Server will find the room. In the Photon Cloud, an application is defined by AppId, Game- and PUN-version.
PhotonNetworkingMessage.OnPhotonJoinRoomFailed PhotonNetworkingMessage.OnJoinedRoom
roomName | Unique name of the room to join. |
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Join room by roomname and on success calls OnJoinedRoom(). This is not affected by lobbies.
On success, the method OnJoinedRoom() is called on any script. You can implement it to react to joining a room.
JoinRoom fails if the room is either full or no longer available (it might become empty while you attempt to join). Implement OnPhotonJoinRoomFailed() to get a callback in error case.
To join a room from the lobby's listing, use RoomInfo.Name as roomName here. Despite using multiple lobbies, a roomName is always "global" for your application and so you don't have to specify which lobby it's in. The Master Server will find the room. In the Photon Cloud, an application is defined by AppId, Game- and PUN-version.
You can define an array of expectedUsers, to block player slots in the room for these users. The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
PhotonNetworkingMessage.OnPhotonJoinRoomFailed PhotonNetworkingMessage.OnJoinedRoom
roomName | Unique name of the room to join. |
expectedUsers | Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for. |
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Leave a lobby to stop getting updates about available rooms.
This does not reset PhotonNetwork.lobby! This allows you to join this particular lobby later easily.
The values countOfPlayers, countOfPlayersOnMaster, countOfPlayersInRooms and countOfRooms are received even without being in a lobby.
You can use JoinRandomRoom without being in a lobby. Use autoJoinLobby to not join a lobby when you connect.
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Leave the current room and return to the Master Server where you can join or create rooms (see remarks).
This will clean up all (network) GameObjects with a PhotonView, unless you changed autoCleanUp to false. Returns to the Master Server.
In OfflineMode, the local "fake" room gets cleaned up and OnLeftRoom gets called immediately.
In a room with playerTTL < 0, LeaveRoom just turns a client inactive. The player stays in the room's player list and can return later on. Setting becomeInactive to false deliberately, means to "abandon" the room, despite the playerTTL allowing you to come back.
In a room with playerTTL == 0, become inactive has no effect (clients are removed from the room right away).
becomeInactive | If this client becomes inactive in a room with playerTTL < 0. Defaults to true. |
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Wraps loading a level to pause the network message-queue. Optionally syncs the loaded level in a room.
To sync the loaded level in a room, set PhotonNetwork.automaticallySyncScene to true. The Master Client of a room will then sync the loaded level with every other player in the room.
While loading levels, it makes sense to not dispatch messages received by other players. This method takes care of that by setting PhotonNetwork.isMessageQueueRunning = false and enabling the queue when the level was loaded.
You should make sure you don't fire RPCs before you load another scene (which doesn't contain the same GameObjects and PhotonViews). You can call this in OnJoinedRoom.
This uses Application.LoadLevel in Unity version not yet featuring the SceneManager API.
levelNumber | Number of the level to load. When using level numbers, make sure they are identical on all clients. |
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Wraps loading a level to pause the network message-queue. Optionally syncs the loaded level in a room.
While loading levels, it makes sense to not dispatch messages received by other players. This method takes care of that by setting PhotonNetwork.isMessageQueueRunning = false and enabling the queue when the level was loaded.
To sync the loaded level in a room, set PhotonNetwork.automaticallySyncScene to true. The Master Client of a room will then sync the loaded level with every other player in the room.
You should make sure you don't fire RPCs before you load another scene (which doesn't contain the same GameObjects and PhotonViews). You can call this in OnJoinedRoom.
This uses Application.LoadLevel in Unity version not yet featuring the SceneManager API.
levelName | Name of the level to load. Make sure it's available to all clients in the same room. |
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Wraps single asynchronous loading of a level to pause the network message-queue. Optionally syncs the loaded level in a room.
To sync the loaded level in a room, set PhotonNetwork.automaticallySyncScene to true. The Master Client of a room will then sync the loaded level with every other player in the room.
While loading levels, it makes sense to not dispatch messages received by other players. This method takes care of that by setting PhotonNetwork.isMessageQueueRunning = false and enabling the queue when the level was loaded.
You should make sure you don't fire RPCs before you load another scene (which doesn't contain the same GameObjects and PhotonViews). You can call this in OnJoinedRoom.
This uses Application.LoadLevel in Unity version not yet featuring the SceneManager API.
levelNumber | Number of the level to load. When using level numbers, make sure they are identical on all clients. |
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Wraps single asynchronous loading of a level to pause the network message-queue. Optionally syncs the loaded level in a room.
While loading levels, it makes sense to not dispatch messages received by other players. This method takes care of that by setting PhotonNetwork.isMessageQueueRunning = false and enabling the queue when the level was loaded.
To sync the loaded level in a room, set PhotonNetwork.automaticallySyncScene to true. The Master Client of a room will then sync the loaded level with every other player in the room.
You should make sure you don't fire RPCs before you load another scene (which doesn't contain the same GameObjects and PhotonViews). You can call this in OnJoinedRoom.
This uses Application.LoadLevel in Unity version not yet featuring the SceneManager API.
levelName | Name of the level to load. Make sure it's available to all clients in the same room. |
mode | LoadSceneMode either single or additive |
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Resets the traffic stats and re-enables them.
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Only available when NetworkStatisticsEnabled was used to gather some stats.
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Overwrites the region that is used for ConnectToBestCloudServer(string gameVersion).
This will overwrite the result of pinging all cloud servers.
Use this to allow your users to save a manually selected region in the player preferences.
Note: You can also use PhotonNetwork.ConnectToRegion to (temporarily) connect to a specific region.
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Sends fully customizable events in a room. Events consist of at least an EventCode (0..199) and can have content.
To receive the events someone sends, register your handling method in PhotonNetwork.OnEventCall.
Example: private void OnEventHandler(byte eventCode, object content, int senderId) { Debug.Log("OnEventHandler"); }
PhotonNetwork.OnEventCall += this.OnEventHandler;
With the senderId, you can look up the PhotonPlayer who sent the event. It is best practice to assign a eventCode for each different type of content and action. You have to cast the content.
The eventContent is optional. To be able to send something, it must be a "serializable type", something that the client can turn into a byte[] basically. Most basic types and arrays of them are supported, including Unity's Vector2, Vector3, Quaternion. Transforms or classes some project defines are NOT supported! You can make your own class a "serializable type" by following the example in CustomTypes.cs.
The RaiseEventOptions have some (less intuitive) combination rules: If you set targetActors (an array of PhotonPlayer.ID values), the receivers parameter gets ignored. When using event caching, the targetActors, receivers and interestGroup can't be used. Buffered events go to all. When using cachingOption removeFromRoomCache, the eventCode and content are actually not sent but used as filter.
eventCode | A byte identifying the type of event. You might want to use a code per action or to signal which content can be expected. Allowed: 0..199. |
eventContent | Some serializable object like string, byte, integer, float (etc) and arrays of those. Hashtables with byte keys are good to send variable content. |
sendReliable | Makes sure this event reaches all players. It gets acknowledged, which requires bandwidth and it can't be skipped (might add lag in case of loss). |
options | Allows more complex usage of events. If null, RaiseEventOptions.Default will be used (which is fine). |
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Can be used to reconnect to the master server after a disconnect.
After losing connection, you can use this to connect a client to the region Master Server again. Cache the room name you're in and use ReJoin(roomname) to return to a game. Common use case: Press the Lock Button on a iOS device and you get disconnected immediately.
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When the client lost connection during gameplay, this method attempts to reconnect and rejoin the room.
This method re-connects directly to the game server which was hosting the room PUN was in before. If the room was shut down in the meantime, PUN will call OnPhotonJoinRoomFailed and return this client to the Master Server.
Check the return value, if this client will attempt a reconnect and rejoin (if the conditions are met). If ReconnectAndRejoin returns false, you can still attempt a Reconnect and ReJoin.
Similar to PhotonNetwork.ReJoin, this requires you to use unique IDs per player (the UserID).
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Pings all cloud servers again to find the one with best ping (currently).
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Can be used to return to a room after a disconnect and reconnect.
After losing connection, you might be able to return to a room and continue playing, if the client is reconnecting fast enough. Use Reconnect() and this method. Cache the room name you're in and use ReJoin(roomname) to return to a game.
Note: To be able to ReJoin any room, you need to use UserIDs! You also need to set RoomOptions.PlayerTtl.
Important: Instantiate() and use of RPCs is not yet supported. The ownership rules of PhotonViews prevent a seamless return to a game. Use Custom Properties and RaiseEvent with event caching instead.
Common use case: Press the Lock Button on a iOS device and you get disconnected immediately.
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Locally removes Custom Properties of "this" player. Important: This does not synchronize the change! Useful when you switch rooms.
Use this method with care. It can create inconsistencies of state between players! This only changes the player.customProperties locally. This can be useful to clear your Custom Properties between games (let's say they store which turn you made, kills, etc).
SetPlayerCustomProperties() syncs and can be used to set values to null while in a room. That can be considered "removed" while in a room.
If customPropertiesToDelete is null or has 0 entries, all Custom Properties are deleted (replaced with a new Hashtable). If you specify keys to remove, those will be removed from the Hashtable but other keys are unaffected.
customPropertiesToDelete | List of Custom Property keys to remove. See remarks. |
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Remove all buffered RPCs from server that were sent by targetPlayer. Can only be called on local player (for "self") or Master Client (for anyone).
This method requires either:
If the targetPlayer calls RPCs at the same time that this is called, network lag will determine if those get buffered or cleared like the rest.
targetPlayer | This player's buffered RPCs get removed from server buffer. |
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Remove all buffered RPCs from server that were sent via targetPhotonView. The Master Client and the owner of the targetPhotonView may call this.
This method requires either:
targetPhotonView | RPCs buffered for this PhotonView get removed from server buffer. |
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Remove all buffered RPCs from server that were sent in the targetGroup, if this is the Master Client or if this controls the individual PhotonView.
This method requires either:
targetGroup | Interest group that gets all RPCs removed. |
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Can be used to immediately send the RPCs and Instantiates just called, so they are on their way to the other players.
This could be useful if you do a RPC to load a level and then load it yourself. While loading, no RPCs are sent to others, so this would delay the "load" RPC. You can send the RPC to "others", use this method, disable the message queue (by isMessageQueueRunning) and then load.
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Enable/disable receiving events from a given Interest Group.
A client can tell the server which Interest Groups it's interested in. The server will only forward events for those Interest Groups to that client (saving bandwidth and performance).
See: https://doc.photonengine.com/en-us/pun/current/gameplay/interestgroups
See: https://doc.photonengine.com/en-us/pun/current/demos-and-tutorials/package-demos/culling-demo
group | The interest group to affect. |
enabled | Sets if receiving from group to enabled (or not). |
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Enable/disable receiving on given Interest Groups (applied to PhotonViews).
A client can tell the server which Interest Groups it's interested in. The server will only forward events for those Interest Groups to that client (saving bandwidth and performance).
See: https://doc.photonengine.com/en-us/pun/current/gameplay/interestgroups
See: https://doc.photonengine.com/en-us/pun/current/demos-and-tutorials/package-demos/culling-demo
disableGroups | The interest groups to disable (or null). |
enableGroups | The interest groups to enable (or null). |
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Sets level prefix for PhotonViews instantiated later on. Don't set it if you need only one!
Important: If you don't use multiple level prefixes, simply don't set this value. The default value is optimized out of the traffic.
This won't affect existing PhotonViews (they can't be changed yet for existing PhotonViews).
Messages sent with a different level prefix will be received but not executed. This affects RPCs, Instantiates and synchronization.
Be aware that PUN never resets this value, you'll have to do so yourself.
prefix | Max value is short.MaxValue = 32767 |
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Asks the server to assign another player as Master Client of your current room.
RPCs and RaiseEvent have the option to send messages only to the Master Client of a room. SetMasterClient affects which client gets those messages.
This method calls an operation on the server to set a new Master Client, which takes a roundtrip. In case of success, this client and the others get the new Master Client from the server.
SetMasterClient tells the server which current Master Client should be replaced with the new one. It will fail, if anything switches the Master Client moments earlier. There is no callback for this error. All clients should get the new Master Client assigned by the server anyways.
See also: PhotonNetwork.masterClient
On v3 servers: The ReceiverGroup.MasterClient (usable in RPCs) is not affected by this (still points to lowest player.ID in room). Avoid using this enum value (and send to a specific player instead).
If the current Master Client leaves, PUN will detect a new one by "lowest player ID". Implement OnMasterClientSwitched to get a callback in this case. The PUN-selected Master Client might assign a new one.
Make sure you don't create an endless loop of Master-assigning! When selecting a custom Master Client, all clients should point to the same player, no matter who actually assigns this player.
Locally the Master Client is immediately switched, while remote clients get an event. This means the game is tempoarily without Master Client like when a current Master Client leaves.
When switching the Master Client manually, keep in mind that this user might leave and not do it's work, just like any Master Client.
masterClientPlayer | The player to become the next Master Client. |
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Sets this (local) player's properties and synchronizes them to the other players (don't modify them directly).
While in a room, your properties are synced with the other players. CreateRoom, JoinRoom and JoinRandomRoom will all apply your player's custom properties when you enter the room. The whole Hashtable will get sent. Minimize the traffic by setting only updated key/values.
If the Hashtable is null, the custom properties will be cleared. Custom properties are never cleared automatically, so they carry over to the next room, if you don't change them.
Don't set properties by modifying PhotonNetwork.player.customProperties!
customProperties | Only string-typed keys will be used from this hashtable. If null, custom properties are all deleted. |
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Enable/disable sending on given group (applied to PhotonViews)
This does not interact with the Photon server-side. It's just a client-side setting to suppress updates, should they be sent to one of the blocked groups.
This setting is not particularly useful, as it means that updates literally never reach the server or anyone else. Use with care.
group | The interest group to affect. |
enabled | Sets if sending to group is enabled (or not). |
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static |
Enable/disable sending on given groups (applied to PhotonViews)
This does not interact with the Photon server-side. It's just a client-side setting to suppress updates, should they be sent to one of the blocked groups.
This setting is not particularly useful, as it means that updates literally never reach the server or anyone else. Use with care.
enableGroups | The interest groups to enable sending on (or null). |
disableGroups | The interest groups to disable sending on (or null). |
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While offline, the network protocol can be switched (which affects the ports you can use to connect).
When you switch the protocol, make sure to also switch the port for the master server. Default ports are: TCP: 4530 UDP: 5055
This could look like this:
Connect(serverAddress, <udpport|tcpport>, appID, gameVersion)
Or when you use ConnectUsingSettings(), the PORT in the settings can be switched like so:
PhotonNetwork.PhotonServerSettings.ServerPort = 4530;
The current protocol can be read this way:
PhotonNetwork.networkingPeer.UsedProtocol
This does not work with the native socket plugin of PUN+ on mobile!
cp | Network protocol to use as low level connection. UDP is default. TCP is not available on all platforms (see remarks). |
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Unregister a viewID (of manually instantiated and destroyed networked objects).
viewID | A viewID manually allocated by this player. |
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This operation makes Photon call your custom web-service by name (path) with the given parameters.
This is a server-side feature which must be setup in the Photon Cloud Dashboard prior to use. https://doc.photonengine.com/en-us/pun/current/gameplay/web-extensions/webrpc The Parameters will be converted into JSon format, so make sure your parameters are compatible.
See PhotonNetworkingMessage.OnWebRpcResponse on how to get a response.
It's important to understand that the OperationResponse only tells if the WebRPC could be called. The content of the response contains any values your web-service sent and the error/success code. In case the web-service failed, an error code and a debug message are usually inside the OperationResponse.
The class WebRpcResponse is a helper-class that extracts the most valuable content from the WebRPC response.
Example callback implementation:
public void OnWebRpcResponse(OperationResponse response) { WebRpcResponse webResponse = new WebRpcResponse(operationResponse); if (webResponse.ReturnCode != 0) { //... }
switch (webResponse.Name) { //... } // and so on }
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Defines how many seconds PUN keeps the connection, after Unity's OnApplicationPause(true) call. Default: 60 seconds.
It's best practice to disconnect inactive apps/connections after a while but to also allow users to take calls, etc.. We think a reasonable backgroung timeout is 60 seconds.
To handle the timeout, implement: OnDisconnectedFromPhoton(), as usual. Your application will "notice" the background disconnect when it becomes active again (running the Update() loop).
If you need to separate this case from others, you need to track if the app was in the background (there is no special callback by PUN).
A value below 0.1 seconds will disable this timeout (careful: connections can be kept indefinitely).
Info: PUN is running a "fallback thread" to send ACKs to the server, even when Unity is not calling Update() regularly. This helps keeping the connection while loading scenes and assets and when the app is in the background.
Note: Some platforms (e.g. iOS) don't allow to keep a connection while the app is in background. In those cases, this value does not change anything, the app immediately loses connection in background.
Unity's OnApplicationPause() callback is broken in some exports (Android) of some Unity versions. Make sure OnApplicationPause() gets the callbacks you'd expect on the platform you target! Check PhotonHandler.OnApplicationPause(bool pause), to see the implementation.
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If true, Instantiate methods will check if you are in a room and fail if you are not.
Instantiating anything outside of a specific room is very likely to break things. Turn this off only if you know what you do.
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Network log level. Controls how verbose PUN is.
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The maximum number of assigned PhotonViews per player (or scene). See the General Documentation topic "Limitations" on how to raise this limitation.
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Only used in Unity Networking. In PUN, set the number of players in PhotonNetwork.CreateRoom.
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Serialized server settings, written by the Setup Wizard for use in ConnectUsingSettings.
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The minimum difference between floats before we send it via a PhotonView's OnSerialize/ObservingComponent.
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The minimum angle that a rotation needs to change before we send it via a PhotonView's OnSerialize/ObservingComponent.
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The minimum difference that a Vector2 or Vector3(e.g. a transforms rotation) needs to change before we send it via a PhotonView's OnSerialize/ObservingComponent.
Note that this is the sqrMagnitude. E.g. to send only after a 0.01 change on the Y-axix, we use 0.01f*0.01f=0.0001f. As a remedy against float inaccuracy we use 0.000099f instead of 0.0001f.
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Keeps references to GameObjects for frequent instantiation (out of memory instead of loading the Resources).
You should be able to modify the cache anytime you like, except while Instantiate is used. Best do it only in the main-Thread.
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If not null, this is the (exclusive) list of GameObjects that get called by PUN SendMonoMessage().
For all callbacks defined in PhotonNetworkingMessage, PUN will use SendMonoMessage and call FindObjectsOfType() to find all scripts and GameObjects that might want a callback by PUN.
PUN callbacks are not very frequent (in-game, property updates are most frequent) but FindObjectsOfType is time consuming and with a large number of GameObjects, performance might suffer.
Optionally, SendMonoMessageTargets can be used to supply a list of target GameObjects. This skips the FindObjectsOfType() but any GameObject that needs callbacks will have to Add itself to this list.
If null, the default behaviour is to do a SendMessage on each GameObject with a MonoBehaviour.
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Defines which classes can contain PUN Callback implementations.
This provides the option to optimize your runtime for speed.
The more specific this Type is, the fewer classes will be checked with reflection for callback methods.
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Can be used to skip starting RPCs as Coroutine, which can be a performance issue.
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While enabled (true), Instantiate uses PhotonNetwork.PrefabCache to keep game objects in memory (improving instantiation of the same prefab).
Setting UsePrefabCache to false during runtime will not clear PrefabCache but will ignore it right away. You could clean and modify the cache yourself. Read its comments.
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While enabled, the MonoBehaviours on which we call RPCs are cached, avoiding costly GetComponents<MonoBehaviour>() calls.
RPCs are called on the MonoBehaviours of a target PhotonView. Those have to be found via GetComponents.
When set this to true, the list of MonoBehaviours gets cached in each PhotonView. You can use photonView.RefreshRpcMonoBehaviourCache() to manually refresh a PhotonView's list of MonoBehaviours on demand (when a new MonoBehaviour gets added to a networked GameObject, e.g.).
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Version number of PUN. Also used in GameVersion to separate client version from each other.
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A user's authentication values used during connect.
Set these before calling Connect if you want custom authentication. These values set the userId, if and how that userId gets verified (server-side), etc..
If authentication fails for any values, PUN will call your implementation of OnCustomAuthenticationFailed(string debugMsg). See: PhotonNetworkingMessage.OnCustomAuthenticationFailed
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staticgetset |
This setting defines per room, if network-instantiated GameObjects (with PhotonView) get cleaned up when the creator of it leaves.
This setting is done per room. It can't be changed in the room and it will override the settings of individual clients.
If room.AutoCleanUp is enabled in a room, the PUN clients will destroy a player's GameObjects on leave. This includes GameObjects manually instantiated (via RPCs, e.g.). When enabled, the server will clean RPCs, instantiated GameObjects and PhotonViews of the leaving player, too. and Players who join after someone left, won't get the events of that player anymore.
Under the hood, this setting is stored as a Custom Room Property. Enabled by default.
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staticgetset |
Set in PhotonServerSettings asset. Defines if the PhotonNetwork should join the "lobby" when connected to the Master server.
If this is false, OnConnectedToMaster() will be called when connection to the Master is available. OnJoinedLobby() will NOT be called if this is false.
Enabled by default.
The room listing will not become available. Rooms can be created and joined (randomly) without joining the lobby (and getting sent the room list).
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staticgetset |
Defines if all clients in a room should load the same level as the Master Client (if that used PhotonNetwork.LoadLevel).
To synchronize the loaded level, the Master Client should use PhotonNetwork.LoadLevel. All clients will load the new scene when they get the update or when they join.
Internally, a Custom Room Property is set for the loaded scene. When a client reads that and is not in the same scene yet, it will immediately pause the Message Queue (PhotonNetwork.isMessageQueueRunning = false) and load. When the scene finished loading, PUN will automatically re-enable the Message Queue.
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staticget |
Currently used Cloud Region (if any). As long as the client is not on a Master Server or Game Server, the region is not yet defined.
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staticget |
False until you connected to Photon initially. True in offline mode, while connected to any server and even while switching servers.
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staticget |
A refined version of connected which is true only if your connection to the server is ready to accept operations like join, leave, etc.
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staticget |
True when you called ConnectUsingSettings (or similar) until the low level connection to Photon gets established.
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staticget |
Simplified connection state
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staticget |
Detailed connection state (ignorant of PUN, so it can be "disconnected" while switching servers).
In OfflineMode, this is ClientState.Joined (after create/join) or it is ConnectedToMaster in all other cases.
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The count of players currently using this application (available on MasterServer in 5sec intervals).
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Count of users currently playing your app in some room (sent every 5sec by Master Server). Use PhotonNetwork.playerList.Length or PhotonNetwork.room.PlayerCount to get the count of players in the room you're in!
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staticget |
The count of players currently looking for a room (available on MasterServer in 5sec intervals).
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staticget |
The count of rooms currently in use (available on MasterServer in 5sec intervals).
While inside the lobby you can also check the count of listed rooms as: PhotonNetwork.GetRoomList().Length. Since PUN v1.25 this is only based on the statistic event Photon sends (counting all rooms).
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staticgetset |
Crc checks can be useful to detect and avoid issues with broken datagrams. Can be enabled while not connected.
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The cluster name provided by the Name Server.
The value is provided by the OpResponse for OpAuthenticate/OpAuthenticateOnce. See ConnectToRegion.
Null until set.
Note that the Name Server may assign another cluster, if the requested one is not configured or available.
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staticgetset |
Set in PhotonServerSettings asset. Enable to get a list of active lobbies from the Master Server.
Lobby Statistics can be useful if a game uses multiple lobbies and you want to show activity of each to players.
This value is stored in PhotonServerSettings.
PhotonNetwork.LobbyStatistics is updated when you connect to the Master Server. There is also a callback PunBehaviour.
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staticgetset |
Read-only list of friends, their online status and the room they are in. Null until initialized by a FindFriends call.
Do not modify this list! It is internally handled by FindFriends and only available to read the values. The value of FriendListAge tells you how old the data is in milliseconds.
Don't get this list more often than useful (> 10 seconds). In best case, keep the list you fetch really short. You could (e.g.) get the full list only once, then request a few updates only for friends who are online. After a while (e.g. 1 minute), you can get the full list again (to update online states).
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staticget |
Age of friend list info (in milliseconds). It's 0 until a friend list is fetched.
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staticgetset |
Version string for your this build. Can be used to separate incompatible clients. Sent during connect.
This is only sent when you connect so that is also the place you set it usually (e.g. in ConnectUsingSettings).
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staticget |
Is true while being in a room (connectionStateDetailed == ClientState.Joined).
Many actions can only be executed in a room, like Instantiate or Leave, etc. You can join a room in offline mode, too.
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staticget |
True while this client is in a lobby.
Implement IPunCallbacks.OnReceivedRoomListUpdate() for a notification when the list of rooms becomes available or updated.
You are automatically leaving any lobby when you join a room! Lobbies only exist on the Master Server (whereas rooms are handled by Game Servers).
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staticget |
Are we the master client?
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staticgetset |
Can be used to pause dispatching of incoming evtents (RPCs, Instantiates and anything else incoming).
While IsMessageQueueRunning == false, the OnPhotonSerializeView calls are not done and nothing is sent by a client. Also, incoming messages will be queued until you re-activate the message queue.
This can be useful if you first want to load a level, then go on receiving data of PhotonViews and RPCs. The client will go on receiving and sending acknowledgements for incoming packages and your RPCs/Events. This adds "lag" and can cause issues when the pause is longer, as all incoming messages are just queued.
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staticget |
True if we are in a room (client) and NOT the room's masterclient
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staticgetset |
The lobby that will be used when PUN joins a lobby or creates a game.
The default lobby uses an empty string as name. PUN will enter a lobby on the Master Server if autoJoinLobby is set to true. So when you connect or leave a room, PUN automatically gets you into a lobby again.
Check PhotonNetwork.insideLobby if the client is in a lobby. (Master Server And Lobby)
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staticget |
If turned on, the Master Server will provide information about active lobbies for this application.
Lobby Statistics can be useful if a game uses multiple lobbies and you want to show activity of each to players. Per lobby, you get: name, type, room- and player-count.
PhotonNetwork.LobbyStatistics is updated when you connect to the Master Server. There is also a callback PunBehaviour.OnLobbyStatisticsUpdate, which you should implement to update your UI (e.g.).
Lobby Statistics are not turned on by default. Enable them in the PhotonServerSettings file of the project.
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staticget |
The Master Client of the current room or null (outside of rooms).
Can be used as "authoritative" client/player to make descisions, run AI or other.
If the current Master Client leaves the room (leave/disconnect), the server will quickly assign someone else. If the current Master Client times out (closed app, lost connection, etc), messages sent to this client are effectively lost for the others! A timeout can take 10 seconds in which no Master Client is active.
Implement the method IPunCallbacks.OnMasterClientSwitched to be called when the Master Client switched.
Use PhotonNetwork.SetMasterClient, to switch manually to some other player / client.
With offlineMode == true, this always returns the PhotonNetwork.player.
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staticgetset |
Defines the number of times a reliable message can be resent before not getting an ACK for it will trigger a disconnect. Default: 5.
Less resends mean quicker disconnects, while more can lead to much more lag without helping. Min: 3. Max: 10.
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staticgetset |
Enables or disables the collection of statistics about this client's traffic.
If you encounter issues with clients, the traffic stats are a good starting point to find solutions. Only with enabled stats, you can use GetVitalStats
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staticgetset |
Offline mode can be set to re-use your multiplayer code in singleplayer game modes. When this is on PhotonNetwork will not create any connections and there is near to no overhead. Mostly usefull for reusing RPC's and PhotonNetwork.Instantiate
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staticget |
The list of players in the current room, excluding the local player.
This list is only valid, while the client is in a room. It automatically gets updated when someone joins or leaves.
This can be used to list all other players in a room. Each player's PhotonPlayer.customProperties are accessible (set and synchronized via PhotonPlayer.SetCustomProperties).
You can use a PhotonPlayer.TagObject to store an arbitrary object for reference. That is not synchronized via the network.
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If CrcCheckEnabled, this counts the incoming packages that don't have a valid CRC checksum and got rejected.
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staticget |
The local PhotonPlayer. Always available and represents this player. CustomProperties can be set before entering a room and will be synced as well.
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staticget |
The list of players in the current room, including the local player.
This list is only valid, while the client is in a room. It automatically gets updated when someone joins or leaves.
This can be used to list all players in a room. Each player's PhotonPlayer.customProperties are accessible (set and synchronized via PhotonPlayer.SetCustomProperties).
You can use a PhotonPlayer.TagObject to store an arbitrary object for reference. That is not synchronized via the network.
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staticgetset |
Set to synchronize the player's nickname with everyone in the room(s) you enter. This sets PhotonNetwork.player.NickName.
The playerName is just a nickname and does not have to be unique or backed up with some account.
Set the value any time (e.g. before you connect) and it will be available to everyone you play with.
Access the names of players by: PhotonPlayer.NickName.
PhotonNetwork.otherPlayers is a list of other players - each contains the playerName the remote player set.
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staticgetset |
An Object Pool can be used to keep and reuse instantiated object instances. It replaced Unity's default Instantiate and Destroy methods.
To use a GameObject pool, implement IPunPrefabPool and assign it here. Prefabs are identified by name.
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staticgetset |
In case of network loss, reliable messages can be repeated quickly up to 3 times.
When reliable messages get lost more than once, subsequent repeats are delayed a bit to allow the network to recover.
With this option, the repeats 2 and 3 can be sped up. This can help avoid timeouts but also it increases the speed in which gaps are closed.
When you set this, increase PhotonNetwork.MaxResendsBeforeDisconnect to 6 or 7.
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staticget |
Count of commands that got repeated (due to local repeat-timing before an ACK was received).
If this value increases a lot, there is a good chance that a timeout disconnect will happen due to bad conditions.
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staticget |
Get the room we're currently in. Null if we aren't in any room.
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staticgetset |
Defines how many times per second PhotonNetwork should send a package. If you change this, do not forget to also change 'sendRateOnSerialize'.
Less packages are less overhead but more delay. Setting the sendRate to 50 will create up to 50 packages per second (which is a lot!). Keep your target platform in mind: mobile networks are slower and less reliable.
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staticgetset |
Defines how many times per second OnPhotonSerialize should be called on PhotonViews.
Choose this value in relation to PhotonNetwork.sendRate. OnPhotonSerialize will create updates and messages to be sent.
A lower rate takes up less performance but will cause more lag.
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staticget |
The server (type) this client is currently connected or connecting to.
Photon uses 3 different roles of servers: Name Server, Master Server and Game Server.
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staticget |
Currently used server address (no matter if master or game server).
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staticget |
The current server's millisecond timestamp.
This can be useful to sync actions and events on all clients in one room.
It will overflow from a positive to a negative value every so often, so be careful to use only time-differences to check the time delta when things happen.
This is the basis for PhotonNetwork.time.
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staticget |
Photon network time, synched with the server.
v1.55
This time value depends on the server's Environment.TickCount. It is different per server but inside a Room, all clients should have the same value (Rooms are on one server only).
This is not a DateTime!
Use this value with care:
It can start with any positive value.
It will "wrap around" from 4294967.295 to 0!
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staticgetset |
Switch to alternative ports for a UDP connection to the Public Cloud.
This should be used when a customer has issues with connection stability. Some players reported better connectivity for Steam games. The effect might vary, which is why the alternative ports are not the new default.
The alternative (server) ports are 27000 up to 27003.
The values are appplied by replacing any incoming server-address string accordingly. You only need to set this to true though.
This value does not affect TCP or WebSocket connections.
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Register your RaiseEvent handling methods here by using "+=".
Any eventCode < 200 will be forwarded to your delegate(s).