![]() ![]() "Remote Procedure Calls" enable you to call a method on other clients in a room. This sets the Unity setting with the same name. ![]() When checked, our script will register for callbacks and log vital info to help debugging your game. ![]() This is a useful setting when you need to track down what happens during connect, matchmaking or in a room. Unless needed, this should stick to the Error setting. This controls the logging of the lower level Photon code. See " app and lobby stats" page for more information. To get Lobby Statistics from the server this should be checked. A PUN client will use Secure WebSockets automatically in WebGL exports. The default for the Protocol is (reliable) UDP but Photon supports TCP and WebSockets. Else, look up the standard ports Photon uses. If you connect to the Photon Cloud, leave this value 0. The port also depends on the selected protocol. ![]() This could be a Master Server or Name Server. The port entered here is the one of the first server to connect to. Photon is built to use several servers during one session. When things are setup correctly, you can call PhotonNetwork.ConnectUsingSettings() in your code. If you develop games for iOS you may consider reading about " pun and ipv6" and " how to setup photon server for ipv6". It can be a public, static IP, hostname or any address in the network that your clients use. Make sure your clients can reach the entered address. This option is mostly relevant when hosting your own Photon Server. In case you want to connect to a specific region, enter a region code here and best region selection will be off. When connecting to the cloud, PUN will select the best region by default. You can disable the "Dev Region" in Unity Editor and "Development Build" by simply deleting the value. Starting from PUN v2.17, the "Dev Region" is only used in Unity Editor and in "Development" builds, when you use PhotonNetwork.ConnectUsingSettings() to connect. Uncheck this only, when you host Photon yourself. When connecting to Photon Server v4 instances, the clients connect directly to a Master Server, instead of a Name Server. PUN adds its PunVersion string to this value, to mitigate potential incompatibilities between different PUN versions. Clients with different Game Version values, are separated from one another. In PUN, the App Version is part of the game version. It also works well with Photon Chat and Voice, which need their own App Id each, should you use the features. PUN uses a Realtime App Id for the connections. The default settings will be fine in most of the cases.ĪppIds are used by the Photon Cloud to identify each title. You can set the appid, Photon Cloud Region, game version and more. You can setup the connection to the Photon Cloud or a self hosted server and change other commonplace settings. The Wizard adds a PhotonServerSettings file to your project to store a configuration, which is primarily used by ConnectUsingSettings.
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