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photon chat unity plugin - how to know if a friend is online or not

unity3d,unityscript,photon

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,...

Does Photon Server supports multiple protocol connections?

unity3d,photon

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...

How to assert a spawn is “filled”?

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...

How to design an offline multiplayer game using Photon Unity Networking

unity3d,multiplayer,photon

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.

Akka.NET + Photon Server

.net,photon,akka.net

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...

How to get `EventData` in `onEvent()` in `Photon Server`

android,hashmap,photon

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...

How to obtain event data from ExitGames::Common::Object& eventContent?

c++,cocos2d-x-2.x,photon

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();...