Lobbies are an optional part in matchmaking. Rooms are grouped into one or multiple lobbies. They are independent of each other and identified by name. PUN (the client) automatically switches to that game server. The master server manages currently running games on the various game servers and will provide a game server address when you join or create a room. PUN always uses a master server and one or more game servers. To show you how this API works, here are a few examples right away. To use PUN from UnityScript, move both folders "PhotonNetwork" and "UtilityScripts" to the Assets\ folder. If you ever have custom requirements, you can always modify the source files - this plugin is just an implementation of Photon after all. This class contains all functions and variables needed. PUN consists of quite a few files, however there’s only one that truly matters: PhotonNetwork. This creates a configuration for either the cloud service or your own Photon server in the project: PhotonServerSettings. Either enter your email address to register for the cloud, skip this step to enter the AppId of an existing account or switch to "self hosted" Photon to enter your server's address. When you import PUN, the "Wizard" window will popup. The Photon Server SDK can be downloaded on: Starting the Server: /en/onpremise/current/getting-started/photon-server-in-5min Photon Unity Networking - First steps This gives you full control of the server logic.
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