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deploy the Photon Server in the AWS cloud

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Can I deploy the Photon Server in the AWS cloud? and even specially is it possible in an AWS VPC (virtual private cloud)?

Moreover, is the deployment in the AWS VPC as same as the way how we deploy it in an enterprise private cloud?

Remote player not being created on Oculus Quest Stopped working

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Hello,
My multiplayer game works well if I run 2 instances of it using unity editors. If one of the clients is an oculus quest, however, when I enter the same room the connection of the Oculus Quest player doesn't get detected. It started suddenly without any modification to the code, which was working perfectly.

Thanks

Does the free version lag?

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I am working on a turn based board game in cocos2d-x and using the free version of photon. I am experiencing heavy lag in my game most of the time. Joining a room also takes time. Other similar games seems to be working fine, which rules out network issues.

PhotonHostRuntime.PhotonLicensing - Photon License Server rejected floating license

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Hello.

The license for my server was inactive for several hours.
I have renewed my license and it is now active.

But I still get this when I try to start my server: PhotonHostRuntime Photon License Server rejected floating license

Does it take some time? How long?

How to/ Best practices for cleaning up and deploying production servers?

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Hi, I'm fairly new in Photon as well server authoritative multiplayer in general. for the last few weeks, I tinkered with Photon On-Premise Server SDK and wrote a bunch of plugins for my game logic. After testing and everything, it's time to deploy in a production environment and my choice is AWS. So I created two T2Medium windows instances, one for the master server and the other for the game server, I'd like to add more game servers later. Now here are the things I'm confused about:

1. Shouldn't I clean up the MMO demo stuff from the SDK? I could just configure the PhotonServer.config file but where are the server files for the MMO demo?
2. Is there any other things that need to be cleaned up?
3. I configured the PhotonServer.config and removed GameServer related settings because I want this to be the Master Server only. But then the application does not start! What am I doing wrong?
4. How do I monitor the CCU count?
5. Do I have to buy PhotonServer License for both the instances or just for the Master server instance?
6. Any other things I need to follow?

I appreciate your feedback.

How to make Unity wait until Server is ready before attempting to connect?

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This is a very simple question really, how do I make Unity wait until the Self-hosted server is up and running before attempting to connect to it? Currently I have made Unity wait 5 seconds before doing:
PhotonNetwork.ConncetUsingSettings();

However, I can never be sure how long it will take for the User Machine to start the server before attempting to connect to it. I want this to be automated following this simple sequence:

  1. User starts application.
  2. User Selects that they will be Server. (Between Server or Client)
  3. User Enters IP
  4. User Press on Connect button
  5. Server will now launch in the background
  6. Game will automatically connect once the Server is up and ready.


The problem I have right now is that if the server takes too long to launch, Photon throws an error stating that it could not connect to the server. Pressing the connect button again after this will connect the user to the server if it is up and running. But I do not want this to be the case. But instead follow the sequence stated above.

Is there a way to do this without having to add a delay and follow the sequence stated above?

Environment variables

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Hi, I am using GameSparks to store data.
I have apiKey and secret from GameSparks and I prefer not to hardcode them in Plugin project. Is there a way to set environment variables?

How to install photon control?

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I didn't find PhotonControl.exe when install server SDK.

When v5 and v6 will be released?

photon network server address

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Hi everyone,

I try to create a video game and I have some difficulties with photon network. I followed some tutorials and arrive to connect my game to network thanks to PhotonNetwork.ConnectUsingSettings(); but I realize that every times a player connect he is alone in the room even if the room name is the same. So I print the server address using PhotonNetwork.ServerAddress and I realize that every player has a different server address. My question is the following how do I get a unique Photon Cloud server address in order that my players can play together ?

i need help about Certificate question

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I bought a monthly account of 500ccu,

but now the server runs for a period of time, and it drops to 100ccu.

Is it a certificate issue? Why does it drop to 100 CCU after a few hours of operation

Please help me to check if there is any problem with the certificate.

thank you

Modifying Photon.LoadBalancing.dll.config from inside Unity with a specific IP crashes the server

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I am trying to modify the Photon.LoadBalancing.dll.config file in the GameServer folder from inside Unity via this codeblock:
XmlDocument xml = new XmlDocument();
xml.Load(Application.dataPath + "/../PhotonServer/deploy/Loadbalancing/GameServer/bin/Photon.LoadBalancing.dll.config");
xml.SelectSingleNode("descendant::setting[value='127.0.0.1']").NextSibling.NextSibling.NextSibling.NextSibling.LastChild.InnerText = System.Net.IPAddress.Parse(IPField.text).ToString();
xml.Save(Application.dataPath + "/../PhotonServer/deploy/Loadbalancing/GameServer/bin/Photon.LoadBalancing.dll.config");

The modification of the XML file is done successfully and I have manually checked the config file to confirm that the correct IP address has been saved.

However when I try to start the photon server from the .cmd file provided, the photon server launches and then craches after a few tries.

This does not happen when I try to launch PhotonControl.exe and specifying the IP address from the Game Server Settings option.

I am not sure what I am doing wrong here.

this is the logs I am getting:
77944: 05:50:54.777 - Service is running...
77944: 05:51:01.662 - Game:3 - PhotonRunning() failed.
Exception:
System.FormatException: An invalid IP address was specified.
   at System.Net.IPAddress.InternalParse(String ipString, Boolean tryParse)
   at Photon.LoadBalancing.GameServer.GameApplication.Setup() in d:\dev\photon-socketserver-sdk_cloud\src-server\LoadBalancing\LoadBalancing\GameServer\GameApplication.cs:line 316
   at Photon.SocketServer.ApplicationBase.PhotonHostRuntimeInterfaces.IPhotonControl.OnPhotonRunning() in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\ApplicationBase.cs:line 1189
   at PhotonHostRuntime.PhotonDomainManager.PhotonPlainAppDomainBehavior.PhotonRunning()
   at PhotonHostRuntime.PhotonDomainManager.PhotonRunning()
77944: 05:51:01.662 - CService::OnException() - Exception: CManagedHost::PhotonRunning() - Failed in AppDomain: 3 - An invalid IP address was specified.

only my computer can connect to photon server

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Hi,there

Problem Abstract

I have 4 clients to connect to self-hosted Photon Server, the results are as follows:

Client 1(a cloud server,I had played PUBG on this server), fail
Client 2(a cloud server,all ports opened), fail
Client 3(a cloud server,unused), fail
Client 4(my computer), succeed

Have no idea why...

Here are the details:

Demo

I am using PUN2 Asteroid demo

What did I changed in this demo

I only add a "GetPing.cs" in game scene to see how much lag from my server(one single line:PhotonNetwork.GetPing)

How this problem occured

I had sent the build game to 3 different windows servers(In this test they were clients), and then I use remote desktop to run the demo on those servers.

What did these 3 servers(In this test they were clients) do in my daily life

The 1st server is a cloud game server, it had lots of game set up, it means if my computer harware is not good enough, I can connect to this server to play some 3A games which require higher hardware through remote desktop.
eg: I had played PUBG in this cloud game server successfully.

The 2nd server is a cloud steam's game server, I had deployed a server for the steam game "Insurgency" , it now has 25 players on my server, and the server provider told me that all the ports in this server had opened.

The 3rd server is a cloud server, I leave it unused.

How I connect to photon server

I set photon server ip config to "Auto detect ip", and write the server ip in "PhotonNetworkSettings", using port 5055.
Only when I run game in my computer could connect to the photon server, others can't, it will show “Connecting to Master Server" and then is says "Disconnected".


My thoughts

First I think it is mostly the firewall problem, but the 2rd server had opend all ports... ...
so currently I have no idea why...

Thanks

Thanks to anyone who could help me, really appreciate!

Application Constraint

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Hi, i have implemented a LoadBalancing client to connect to photon servers. It works fine on platforms (ps4, switch) but if i constraint the game to invite somebody on xbox the server disconnects me (because of lack of Akg). Is there any way to tell the server the client is gonna take longer than needed? Thanks

Moved: Application Constraint


About server specifications

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Good morning, I have just entered the world of unity and I am researching about photon. The thing is that I have my own server and when I saw that I could create my own photon server I was quite happy. However, I can't find any kind of table or hardware/ccu specification relation anywhere so I'm not sure if my own server would even be able to handle the initial 100 ccu or if it could be extended to a better license in the future.

could someone give me some kind of guidance on this?

How to detect peer is initialized.

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I want to send event after peer is initialized. How do I know peer is initialized. Now i got error like ( Peer is not initialized yet ).

What's the best way to sync objects transform?

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My setup: PUN Classic + Photon Server Plugin 4

Here's what I'm trying to achieve.
During the gameplay, plugin creates object for each players then BroadcastEvent to all clients to send object's data. Once clients receive the event, they instantiate gameobjects that can be controlled by owner.

Firstly, I thought about using PhotonNetowrk.Instantiate(), but this will make gameobject get destroyed when the player leaves the room.

Then I considered PhotonNetowrk.InstantiateSceneObject() then pass the ownerships to each players, but the problem is this will also have problem if masterclient fails to create the object. I also really don't want to make anything rely on masterclient (which is just a player).

FInally, I'm wondering if it's better to instantiate everything locally. Every player creates objects for everyone, but it that case I'm not sure how I can sync object's position or rotation. OnPhotonSerializeView or RPCs won't be option since they are created locally, and I'm afraid calling RaiseEvent() everytime there is a small change in position might overwhelm network traffic.

What should I Do?

Not receiving OnPlayerPropertiesUpdate on Master client

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Hi there. I'm developing mobile VR game in Unity and I'm working with Photon for quite a bit so everything was designed and worked fine, until I decided to launch my game on local Photon server. Previously I developed a game to work on Photon Cloud, but tested it on self-hosted server and it worked similarly. However now I need the game to work in local network, but I tested it on cloud till this moment. I thought it will work as same. Here's what I faced:
I store player health in custom properties of the Player. So everything that relies on some player health (for example healthbars and other widgets) is made of MonoBehaviourPunCallbacks and overrides OnPlayerPropertiesUpdate. So on master I change the player health value and set it to custom properties. On other clients I see that change right away. But I dont see it on the Master itself. I could change health of master client or any other client - clients see it, but master don't.
Again this is happening only on local server. If I connect to cloud server, there is not issue at all.

I use:
Unity 2019.3.9f1, PUN plugin 2.16, Photon Server 4.0.29.11263.

Photon needs to have 200 ccu subscription

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Plugin is very dynamic and easy to use but.

I know its business I subscribe for $100 for 100 ccu (means 100 players maximum a game)
but my players are 120-180;

I subscribe for 500 ccu for pun and chat for $140 so I have 600 ccu in total.
Its quite heavy for me. beacuse I have a 450-400 free ccu that I dont use and Im paying monthly cost for $140
for 20-80 additional ccu.

What Im trying to say is, hope you can provide a 200 ccu
which cost around 65 usd for pun and chat monthly. half of the price of 500 ccu

IM GOING TO CANCEL MY 500 CCU $140 MONTHLY SUBSCRIPTION, my excess player 20-80 will not be able to play the game.

if you make what I sed (200 ccu), Im sure lots of devs experience this. I will renew my subscription.













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