[Plugin] Photon Cloud

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Post » Tue Sep 13, 2016 5:14 pm

@tatogame

Photon has 2 products for Unity:
1. Unity SDK should work with C2 clients w/o additional effort.
2. PUN adds its version to application version set by user (to avoid incompatibility issues when running different PUN versions in same room). You can find version code in NetworkingPeer.cs:
Code: Select all
protected internal string AppVersion
{
    get { return string.Format("{0}_{1}", PhotonNetwork.gameVersion, PhotonNetwork.versionPUN); }
}

You need to update app version in C2 accordingly. It would be something like "1.0_1.75"
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Post » Tue Sep 13, 2016 9:01 pm

Thank you Photons, I'm recently testing out photon capabilities and I was so pleasantly surprised thats I used in the last 2 gamejam for a Multiplayer game for Blind people ( viewtopic.php?f=180&t=181795 ) and an asymetric multiplayer https://risingpixel.itch.io/feed-the-troll

For the secon one I went crazy in understanding WHY the Unity client doens't see the Construct client... at the end (only for the jam) I figured out workarounding a Photon Chat-wrapper used as a data exchange xD
Luca ConTato [RisingPixel]
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Post » Fri Sep 30, 2016 1:43 pm

What does the localhost:9090 option in the photon cloud plug in properties allow you to do?

Can you connect to a host locally over your Lan? And if so do you need to be running a local photon server? Or is that built into the plug in?
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Post » Fri Sep 30, 2016 2:50 pm

justifun wrote:What does the localhost:9090 option in the photon cloud plug in properties allow you to do?

Can you connect to a host locally over your Lan? And if so do you need to be running a local photon server? Or is that built into the plug in?


@ThePhotons This i also would like to know.
Last edited by Savvy001 on Mon Oct 03, 2016 9:50 am, edited 1 time in total.
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Post » Sat Oct 01, 2016 2:48 am

:D
Last edited by djcrazypants on Wed Oct 12, 2016 9:06 pm, edited 1 time in total.
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Post » Mon Oct 03, 2016 9:46 am

justifun wrote:What does the localhost:9090 option in the photon cloud plug in properties allow you to do?

Can you connect to a host locally over your Lan? And if so do you need to be running a local photon server? Or is that built into the plug in?

This address used when "Self Hosted" HostType is selected. You can set up your own self-hosted Photon Server and connect it instead of Photon Cloud:
http://doc.photonengine.com/en-us/onpre ... rver-intro
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Post » Sun Oct 23, 2016 3:21 pm

Hey, can I see examples of expired for the latest updates. All the tutorials(example .capx) that I found unfortunately are not working. :(
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Post » Wed Oct 26, 2016 2:04 pm

See samples provided with Photon Scirra SDK: demo-pool.capx, demo-test.capx, demo-chat.capx.
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Post » Sat Oct 29, 2016 12:15 pm

@donotsecret you have to "update" the region, they didn't update the example .capx after updating the plugin.

Image

Should work after that.
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Post » Sat Oct 29, 2016 2:08 pm

Been working with this Plugin for a few days now, great work!

One question, I've been working on trying to make collisions between players' bullets and the players. Anyone have any suggestions on how to approach doing this? I've already done some research on the Photon forums. Whenever I try to run the project and test it out, at times both players on the screen will "die" if a bullet is shot etc.

Anyone know the best way to set up collisions like that? Thanks in advance :)
I like giving game advice more than I actually like making games ;)

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