Unity 3D

29
Feb 12

Since releasing the Loadbalancing API for DotNet, Unity and Windows Phone, we added several small features and fixed some bugs.

We fleshed out the handling of custom properties for rooms and how they get forwarded to the lobby. Now you can define by string-array, which of the room’s properties are needed in the lobby. This saves clutter and bandwidth and makes the lobby more useful. The “propsListedInLobby” is a new OpCreateRoom() parameter.

We also set the room’s cache to “clean on player leave” now. This is most likely not used by anyone, so it’s the right time to define a default. We will add documentation for event caching in the upcoming weeks.

Aside from Loadbalancing, we also extended the PhotonPeer.TrafficStats. There is now a timer and a reset option for the stats. This way you could measure messages per second during “waiting for players” or while the game is running.

As always, all the details are in the release_history.txt in the package.

Get the SDKs from our download page.

06
Feb 12

There are 3 new SDKs for: DotNet, Unity and Windows Phone 7.1+.

Each now includes a “LoadBalancing API” project which contains the client-side piece for Photon’s Loadbalancing solution. The new API is supplied with source and a simple demo project. This is the initial release of that API, so feedback is especially welcome.

Best of all, the new API allows you to use the Photon Cloud service! Register for it, get your appId from your account page and you’re ready for development. No server installation needed!

Get the new SDKs here.

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.