Photon Engine » DotNet
79 FOLLOWERS
This section of Photon Engine is a place to discuss DotNet. Check out the questions and discussions like where can you find ExitGames.Client.Photon documentation, problem with missing assembly reference when using Visual Studio Code editor, and how to make an RPG style party finder.
Photon Engine » DotNet
11M ago
Hello everyone,
Since a few days i am getting a error message stating 7zipdll-dll error while opening an application, I did the download of 7zipdll-dll online but can someone help me how to register it,
Thanks in advance,
Nova Grace ..read more
Photon Engine » DotNet
1y ago
Hey Everyone,
After many dedicated years of service, we have made the decision to retire this Forum and switch to read-only. So you can still access and reference existing posts.
Instead, we will be dedicating our resources to our Photon Discord Server. Simply click the "Join Photon Channel" button on the Photon Dashboard at https://dashboard.photonengine.com/Account/Profile.
Our Discord offers
(i) forum channels to get support for all our Photon products and
(ii) discussion channels for real-time conversations with fellow community members.
As a transitional measure, we are implementing a ..read more
Photon Engine » DotNet
1y ago
Hi, we are prototyping a solution with Unity and Photon realtime.
On Windows builds everything works perfect but when building to WebCL the client is stuck in the status "ConnectingToNameServer". There is no additional error message in the log.
What could be the reason for this ..read more
Photon Engine » DotNet
1y ago
can the C# development of photon be done on apple silicon mac, or only via windows ..read more
Photon Engine » DotNet
1y ago
At least all free unitypackage SDK should be released in github
It would serve at least 2 great benefit
Easier to maintain and change some SDK functionality as git repo for everyone working with photon. We can also see update and changelog in SDK as source code changed directly
Unity has git UPM system and we should import photon sdk into unity that way. It could also help photon separate SDK into modules similar to firebase sdk ..read more
Photon Engine » DotNet
1y ago
I can reliably reproduce this exception in any project using the Photon Realtime SDK.
Connect to name server
Ping regions
Connect to best region
Call LoadBalancingClient.Disconnect
Re-connect to name server
Ping regions = MissingReferenceException
Photon Realtime Version 4.1.6.22 (21. December 2022 - rev6637)
Stack Trace:
MissingReferenceException: The object of type 'MonoBehaviourEmpty' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
Photon.Realtime.MonoBehaviourEmpty.SelfDestroy () (at Ass ..read more
Photon Engine » DotNet
1y ago
I implemented a first try of a custom photon culling-groups setup, but no matter what I do, the room Msg/s is always significantly higher (read: double) when the culling is enabled. The traffic is about the same, but again is higher with culling turned on. The game runs the same afaik. I had expected to experience at least SOME msg/data savings with my first draft at culling, and then to be able to increase the gap with fine-tuning. After all, if everything defaults to 100% always send, any amount of culling should always reduce data, minus any culling overhead which should be just a handful o ..read more
Photon Engine » DotNet
1y ago
I see that in PUN2 exists PhotonNetwork.Instatiate, but i didnt find anything similar in realtime documentation.
Thanks for ur time ..read more