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The current map or the color of a player's character (think: 2d jump and run). How is this useful? Typically, rooms and players have some attributes that are not related to a GameObject: The values are synced and cached on the clients, so you don't have to fetch them before use.Ĭhanges are pushed to the others by SetCustomProperties(). Photon's Custom Properties consist of a key-values Hashtable which you can fill on demand. This enables you to store some actions and to implement an alternative to PhotonNetwork.Instantiate().Ī drawback is that the buffer will grow and grow, if you are not careful. The server will remember the call and send it to anyone who's joining after the RPC got called. Of course, an empty GameObject can be put into a scene as "dummy" for methods that don't have a target really.įor example, you could implement a chat with RPCs but that is not related to a specific GameObject.
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This is useful when you want to affect specific objects. So, when 'ChangeColorToRed()' gets called, it only executes on the GameObject with that PhotonView. Ī call always targets a specific PhotonView on a GameObject. PhotonView.RPC("ChangeColorToRed", RpcTarget.All). If you implement 'ChangeColorToRed()' with the attribute, remote players can: change the game object's color to red by calling: You can mark your methods to be callable by any client in a room. To make use of this function, the script has to implement the IPunObservable interface. In OnPhotonSerializeView(), the position and other values are written to a stream and read from it. Some script implements OnPhotonSerializeView() and becomes the observed component of a PhotonView. Most of our demos make use of Object Synchronization. If updates repeat the last information, the PhotonView will pause sending updates until the next change. Synchronization does not occur, nothing is sent or receivedĭata is guaranteed to be received with an internal optimization mechanism which sends null if data doesn't change.įor this to work, make sure you populate the stream with distinct SendNext calls.ĭata is received in order but some updates may be lost. There are four different options to synchronize data: With PUN, you can easily make certain game objects "network aware".Īssign a PhotonView component and an object can sync the position, rotation and other values with its remote duplicates.Ī PhotonView must be setup to "observe" a component like a Transform or (more commonly) one of its scripts. Rare Updates And State (Open/Close Doors, Map, Character Equipment).Infrequent Updates (Actions Of Players).Frequent Updates (Positions, Character State).Making The Most Of Synchronization, RPCs And Properties.This page will explain the options and when to use each. PUN (and Photon in general) offers several tools for updates and keeping a state. You want to know who the other players are, what they do, where they are and how their game world looks. Games are all about updating the other players and keeping the same state.