|A collection of interfaces SyncObjects can implement. |
|Internally used class, containing de/serialization method for PUN specific classes. |
|The default implementation of a PrefabPool for PUN, which actually Instantiates and Destroys GameObjects but pools a resource. More...|
|This interface defines a callback for changes to the PhotonView's controller. More...|
|This interface defines a callback for changes to the PhotonView's owner. More...|
|This interface defines a callback which fires prior to the PhotonNetwork destroying the PhotonView and Gameobject. More...|
|Empty Base class for all PhotonView callbacks. More...|
|Defines the OnPhotonSerializeView method to make it easy to implement correctly for observable scripts. More...|
|Global Callback interface for ownership changes. These callbacks will fire for chagnes to ANY PhotonView that changes. Consider using IOnPhotonViewControllerChange for callbacks from a specific PhotonView. More...|
|Defines an interface for object pooling, used in PhotonNetwork.Instantiate and PhotonNetwork.Destroy. More...|
|This class adds the property photonView, while logging a warning when your game still uses the networkView. More...|
|This class provides a .photonView and all callbacks/events that PUN can call. Override the events/methods you want to use. More...|
|This class helps you to synchronize Mecanim animations Simply add the component to your GameObject and make sure that the PhotonAnimatorView is added to the list of observed components More...|
|Internal MonoBehaviour that allows Photon to run an Update loop. More...|
|Container class for info about a particular message, RPC or update. More...|
|The main class to use the PhotonNetwork plugin. This class is static. More...|
|This container is used in OnPhotonSerializeView() to either provide incoming data of a PhotonView or for you to provide it. More...|
|The PhotonStreamQueue helps you poll object states at higher frequencies than what PhotonNetwork.SendRate dictates and then sends all those states at once when Serialize() is called. On the receiving end you can call Deserialize() and then the stream will roll out the received object states in the same order and timeStep they were recorded in. More...|
|This class helps you to synchronize position, rotation and scale of a GameObject. It also gives you many different options to make the synchronized values appear smooth, even when the data is only send a couple of times per second. Simply add the component to your GameObject and make sure that the PhotonTransformViewClassic is added to the list of observed components More...|
|A PhotonView identifies an object across the network (viewID) and configures how the controlling client updates remote instances. More...|
|Defines Photon event-codes as used by PUN. |
|Small number of extension methods that make it easier for PUN to work cross-Unity-versions. More...|
|Replacement for RPC attribute with different name. Used to flag methods as remote-callable. More...|
|Collection of connection-relevant settings, used internally by PhotonNetwork.ConnectUsingSettings. More...|
|using||Debug = UnityEngine.Debug|
|using||Hashtable = ExitGames.Client.Photon.Hashtable|
|using||SupportClassPun = ExitGames.Client.Photon.SupportClass|
|Which PhotonNetwork method was called to connect (which influences the regions we want pinged). More...|
|Used to define the level of logging output created by the PUN classes. Either log errors, info (some more) or full. More...|
|Enum of "target" options for RPCs. These define which remote clients get your RPC call. More...|
|Options to define how Ownership Transfer is handled per PhotonView. More...|
Options to define how Ownership Transfer is handled per PhotonView.
This setting affects how RequestOwnership and TransferOwnership work at runtime.
Ownership is fixed. Instantiated objects stick with their creator, scene objects always belong to the Master Client.
Ownership can be taken away from the current owner who can't object.
Ownership can be requested with PhotonView.RequestOwnership but the current owner has to agree to give up ownership.
The current owner has to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request.