Author Archives

12
Jan 12

This is a maintenance release, mainly for the Unity, Windows Phone and Silverlight libraries. Those three were affected by a bug in encryption, which could cause clients to crash and connections to fail.

Anyone who’s using Photon 3 or the cloud service should update to this version.

The next SDKs will most likely include the API to use our Loadbalancing solution and the Photon Cloud service.

Download here.

28
Oct 11

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.

31
Aug 11

We’re super happy to announce that we released Photon 3 with an initial batch of client SDKs, including the first version of the Javascript WebSocket SDK.

Photon 3

While it’s a release candidate only, it already is pretty stable and boasts a bunch of new features and improvements:

  • Server to Server API: Send operations, responses and events between servers.
  • Loadbalancing: The new application uses a master to distribute players across gameservers.
  • Cleaned up codes: The codes in Lite and Lite Lobby are now out of your way.
  • Cleaned up APIs: Client and Server APIs have been streamlined and extended.
  • Event Caching: On demand, store event content for players joining later on
  • More supported types: Serialization of non-strict object arrays and Dictionary
  • Even more types: Write serializer and deserializer methods and use your own custom types.
  • Updated Exception handling in the server and its apps
  • Windows Phone 7.1 library
  • New Versioning: The first 2 digits of client library versions will match those of the server.

 

Not all client SDKs have been updated yet. Keep an eye on the download page, subscribe to our RSS and follow us on Twitter to get them as early as they become available.

The free 100ccu license and Unlimited-Trial licenses are available for download but we did not yet start to upgrade recently bought licenses of Photon 2 customers.
Please use the trial and 100ccu in the meantime where possible and do not hesitate to get in touch with us if this isn’t feasible for you.

Download Photon 3 RC1 right now!

31
Aug 11

This Photon 2 release primarily fixes problems on some devices. Some of our customers got stuck on Android platforms, where newer OS versions caused the communication to stop soon after connect. It turned out to be a threading issue, which didn’t show up in our tests. This is now fixed and confirmed by our customer (thanks, again).

Other changes: The peerId assigned by Photon is only accepted once per connect, making this progress a bit faster.

Please note: The included Eclipse solution for the demo currently has a broken path to the external library jar. Eclipse won’t accept relative paths to anything outside a project. We will change the paths for the upcoming Photon 3 release (still several weeks ahead). Also: The server’s url is now 127.0.0.1 and must be changed, as Android won’t host Photon.

Get the new release on our download pages.

02
May 11

New client SDKs for Unity, DotNet and Silverlight are now on our download page.

This version changes the way warnings are provided for queue handling, adds support for arrays of Hashtables and adds a ToString() override for NetworkSimulationSet to provide a better overview of the settings.

Last but not least, a threading issue with TCP connections was fixed. Under stress (a lot of incoming data), asynchronous receives were mixing up their data, which led to crashes.