SDK

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.

12
Jan 12

This update contains very few changes to the libraries and instead focuses on the contained demos.

We refactored the C++ and objC  demos to use the same code on every platform (except UI), so that we can keep the demos on many platforms up to date at a high quality level more easily. This triggers the following immediate changes:

iOS: 2 new C++ demos – the hello world one, known from the marmalade sdk, which is optimized to be an as easy as possible entry point into using Photon and a C++ version of the graphical realtime-demo, based on cocos2d-x (still also shipping the directly openGL ES based objc version in addition)
Marmalade: 1 new C++ demo – finally the Marmalade SDK also comes with a version of the graphical realtime demo
Win32: 1 new C++ demo: the hello-world one; and the C++ realtime demo now ships with a new graphics engine and a new look

 

Last but not least the most shining news of this release of course is, that finally we officially support OS X as client platform :)

Get the new native Photon 3 Client SDKs here.

16
Dec 11

Compared to the beta version, the RC1 has these changes:

  • operation requests are now wrapped up into classes like operation responses and events
  • LitePeer’s opRaiseEvent() now supports event caching and receiver groups
  • as always there have been some minor bugfixes

Continue reading →

09
Nov 11

Good news for all Marmalade-developers: Finally you also get your first client SDK, which is compatible to Photon 3 servers!

Probably the most important change for iOS-developers: the Beta-SDK is compatible to Xcode 3 again (unlike the Alpha which required Xcode 4).

If you are using objC then there are more good news for you: customType support in objC has left the developer-preview state and is final like in other languages.

Last but not least, this update fixes all the memory leaks which have been introduced between 6.5.5 (the last Photon 2 client) and 3.0.0.0 Alpha/PublicAlpha.

Please refer to the release-history files for a detailed list of all changes.

Get the new Photon 3 Client SDKs 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.