The new Photon Unity Networking v1.3 was just submitted to Unity’s Asset Store and should show up within the next day.
All fixes in this package are local to the editor or each client, so it doesn’t break communication or require a server update. This is new:
- Changed: MasterClient handover: When leaveing a room, the MasterClient becomes null. It only is available inside a room.
- Changed: PhotonNetwork.time is now a double with millisecond precision and always positive. It’s 0 at server-start and goes up to ~4294967, where it will overflow to 0 again. This happens every ~49 days.
- Fixed: A call to Disconnect() while not being connected set a state that made it impossible to Connect() later on.
- Changed: Connect() is only possible when disconnected. Disconnect() is only allowed when the client is connected.
- Added: enum PhotonNetworkingMessage now contains all method names that could be called by our framework (in no particular order). Check it’s description.
- Changed: A few internals to improve performance and reduce object creation (and save some GC calls). Example: SendMonoMessage().
- Updated: client library is now from Photon Unity SDK v3.0.0.5
- Changed: PhotonNetwork will now limit incoming unreliable messages to 20 instead of dispatching everything. This can cause gaps in updates but lets a client catch up much faster after loading a level (which pauses dispatching of incoming events).
- Fixed: Converter will now make JS scripts extend Photon.MonoBehaviour after conversion.
- Updated: PhotonView and inspector to also handle scene views on disabled objects. Before, these could collide easily. Please give feedback, if PhotonViews cause errors.
Get it from the Asset Store.
Photon Unity Networking is easiest to use with Photon Cloud. No server, no setup, no hassles. Try it here.

