Photon Unity Networking 2  v2.1
English | 日本語 | 한국
Public Member Functions | Public Attributes | Properties | List of all members
AppSettings Class Reference

Settings for Photon application(s) and the server to connect to. More...

Public Member Functions

string ToStringFull ()
 ToString but with more details. More...
 

Public Attributes

string AppIdRealtime
 AppId for Realtime or PUN. More...
 
string AppIdChat
 AppId for the Chat Api. More...
 
string AppIdVoice
 AppId for use in the Voice Api. More...
 
string AppVersion
 The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for matchmaking). More...
 
bool UseNameServer = true
 If false, the app will attempt to connect to a Master Server (which is obsolete but sometimes still necessary). More...
 
string FixedRegion
 Can be set to any of the Photon Cloud's region names to directly connect to that region. More...
 
string Server
 The address (hostname or IP) of the server to connect to. More...
 
int Port
 If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed). More...
 
ConnectionProtocol Protocol = ConnectionProtocol.Udp
 The network level protocol to use. More...
 
bool EnableLobbyStatistics
 If true, the client will request the list of currently available lobbies. More...
 
DebugLevel NetworkLogging = DebugLevel.ERROR
 Log level for the network lib. More...
 

Properties

bool IsMasterServerAddress [get]
 If true, the Server field contains a Master Server address (if any address at all). More...
 
bool IsBestRegion [get]
 If true, the client should fetch the region list from the Name Server and find the one with best ping. More...
 
bool IsDefaultNameServer [get]
 If true, the default nameserver address for the Photon Cloud should be used. More...
 
bool IsDefaultPort [get]
 If true, the default ports for a protocol will be used. More...
 

Detailed Description

Settings for Photon application(s) and the server to connect to.

This is Serializable for Unity, so it can be included in ScriptableObject instances.

Member Function Documentation

string ToStringFull ( )

ToString but with more details.

Member Data Documentation

string AppIdChat

AppId for the Chat Api.

string AppIdRealtime

AppId for Realtime or PUN.

string AppIdVoice

AppId for use in the Voice Api.

string AppVersion

The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for matchmaking).

bool EnableLobbyStatistics

If true, the client will request the list of currently available lobbies.

string FixedRegion

Can be set to any of the Photon Cloud's region names to directly connect to that region.

if this IsNullOrEmpty() AND UseNameServer == true, use BestRegion. else, use a server

DebugLevel NetworkLogging = DebugLevel.ERROR

Log level for the network lib.

int Port

If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed).

ConnectionProtocol Protocol = ConnectionProtocol.Udp

The network level protocol to use.

string Server

The address (hostname or IP) of the server to connect to.

bool UseNameServer = true

If false, the app will attempt to connect to a Master Server (which is obsolete but sometimes still necessary).

if true, Server points to a NameServer (or is null, using the default), else it points to a MasterServer.

Property Documentation

bool IsBestRegion
get

If true, the client should fetch the region list from the Name Server and find the one with best ping.

See "Best Region" in the online docs.

bool IsDefaultNameServer
get

If true, the default nameserver address for the Photon Cloud should be used.

bool IsDefaultPort
get

If true, the default ports for a protocol will be used.

bool IsMasterServerAddress
get

If true, the Server field contains a Master Server address (if any address at all).