Unity 3D

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.

09
Nov 11

GEE Unity Contest

One of our favorite gaming magazines for iPad, GEE Display, asked us if we can help them with a nice prize as they were planning a Unity special in their latest (and first) international magazine edition featuring a Unity multiplayer game contest. A prize for a multiplayer contest? Sure we can!

While the folks from Unity give away a Unity Pro license, we’ll give you one free year in the Photon Cloud plus you can win an annual subscription to the GEE magazine.

Read about the contest and how you can enter 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.

21
Oct 11

Win an iPad2!

07
Oct 11

Photon Indie October Sale!

Photon Indie October Sale

$399 for Unlimited Users & Servers

Autumn leaves are falling down … and so do Photon Indie prices. We are in celebration mode!
More than 8,000 developers have signed up so far for Photon and we want to give something back to our fantastic Indie community:
So party with us, share the success and get a Photon Indie license for unlimited servers and concurrent users for just $399 during October.

We know it is still cheaper to pick-up some leaves on the street, but we think this offer will heat you up
as much as we are excited about our latest success:
Codemasters signing up Photon in a multi-title deal to build stunning MMOs such as F1 Online: The Game.
Put the pedal to the metal and spread the word about the most awesome engine …

Get the Photon Indie license for unlimited servers and concurrent users for just $399 here.

Cheers, you are great!