

PhotonNetworkingMessage.OnOwnershipTransfered PhotonNetworkingMessage.OnPhotonPlayerActivit圜hanged, PhotonNetworkingMessage.OnLobbyStatisticsUpdate, PhotonNetworkingMessage.OnOwnershipRequest, PhotonNetworkingMessage.OnWebRpcResponse, PhotonNetworkingMessage.OnCustomAuthenticationResponse, PhotonNetworkingMessage.OnCustomAuthenticationFailed, PhotonNetworkingMessage.OnUpdatedFriendList, PhotonNetworkingMessage.OnPhotonPlayerPropertiesChanged, PhotonNetworkingMessage.OnPhotonMaxCccuReached, PhotonNetworkingMessage.OnPhotonInstantiate, PhotonNetworkingMessage.OnPhotonSerializeView, PhotonNetworkingMessage.OnConnectedToMaster,

PhotonNetworkingMessage.OnPhotonRandomJoinFailed, PhotonNetworkingMessage.OnPhotonPlayerDisconnected, PhotonNetworkingMessage.OnPhotonPlayerConnected, However, a single NetworkView component attached to an empty GameObject can be set to State SynchronizationOFF, and ObservedNONE. PhotonNetworkingMessage.OnReceivedRoomListUpdate, However, we're still going to need a single NetworkView because that's the only way Unity can communicate over the network (since we don't want to re-create the wheel and build our own Socket manager in. PhotonNetworkingMessage.OnFailedToConnectToPhoton, PhotonNetworkingMessage.OnConnectionFail, PhotonNetworkingMessage.OnDisconnectedFromPhoton, PhotonNetworkingMessage.OnPhotonJoinRoomFailed, Game objects can have NetworkView components which can be configured to watch other components for the object. With this you can define exactly what is to be synchronized over the network and how it should be done. PhotonNetworkingMessage.OnPhotonCreateRoomFailed, The network view is the binding material of multiplayer games. PhotonNetworkingMessage.OnMasterClientSwitched, PhotonNetworkingMessage.OnConnectedToPhoton, The properties are not settable (open, MaxPlayers, etc). More.Ī simplified room with just the info required to list and join, used for the room listing in the lobby. The properties are settable as opposed to those of a RoomInfo and you can close or hide "your" room. This class resembles a room that PUN joins (or joined). PUN's NetworkView replacement class for networking. Summarizes a "player" within a room, identified (in that room) by actorID. The main class to use the PhotonNetwork plugin. This container is used in OnPhotonSerializeView() to either provide incoming data of a PhotonView or for you to provide it. More.Ĭontainer class for info about a particular message, RPC or update. Override the events/methods you want to use.

photonView and all callbacks/events that PUN can call. This interface is used as definition of all callback methods of PUN, except OnPhotonSerializeView. Groups the most important classes that you need to understand early on.ĭefines the OnPhotonSerializeView method to make it easy to implement correctly for observable scripts.
