To get friends status updates you send a string array with their usernames to Photon. friends = new List<string>() { "Ford", "Zaphod", "Marvin", "Eddie" }; chatClient.AddFriends(friends.ToArray()); For all friends online you'll receive an initial update with the current status for each to OnStatusUpdate() on your IChatClientListener interface. OnStatusUpdate( string user,...
Photon server supports multiple protocols simultaneusly. If you downloaded the server sdk look for the PhotonServer.config: It contains entries like this <UDPListeners> <UDPListener IPAddress="0.0.0.0" Port="5055"> </UDPListener> </UDPListeners> and <TCPListeners> <TCPListener IPAddress="0.0.0.0" Port="4530" PolicyFile="Policy\assets\socket-policy.xml" InactivityTimeout="10000" > </TCPListener> </TCPListeners> Your clients can connect per udp or tcp and interact with each other...
unity3d,network-programming,spawn,photon
You can add those two possible spawn spots as empty game objects. Then I'd make a boolean array and set its states to true or false depending on if the spot is occupied. The spots aren't directly stored in this array so you should make another array. In C# this...
The documentation talks about Photon offline mode being specifically for easily making a single player version of your photon online game. It is not for 'local multiplayer'. It is NOT going to connect you with other players in any way.
You can absolutely do that. Create a razor thin actor system in photon and have it collaborate via remoting/clustering with your backend services running Akka. This should be a very scalable solution. If you design the system right, you'll get the scalability of photon on the frontend and then can...
I have not used Photon but after looking at API docs, I think you are doing things wrong. EventData is also kind of a Map. In case of raised event the value of eventData.Code should actually be OpertationCode.RaiseEvent and your event ( byte ) 1 will be mapped with key...
Please try the following code: void NetworkLogic::customEventAction(int playerNr, nByte eventCode, const ExitGames::Common::Object& eventContent) { ExitGames::Common::Hashtable* event; switch (eventCode) { case 1: event = ExitGames::Common::ValueObject<ExitGames::Common::Hashtable*>(eventContent).getDataCopy(); float x = ExitGames::Common::ValueObject<float>(event->getValue(1)).getDataCopy(); float y = ExitGames::Common::ValueObject<float>(event->getValue(2)).getDataCopy();...