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Channel: Photon Server — Photon Engine
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what deffrentce beetween serverpeer and ClientSDK for performance test.

I'm developing load test.and looking at performance test.https://doc.photonengine.com/zh-cn/onpremise/current/performance/performance-testsIt's says "But if you try to build a "load test client" with...

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Has anyone tried deploying with Docker?

Quick question. Has anyone tried deploying Proton Server to a Docker instance? Seems like a really nice mix of tech for arbitrary amounts of servers to setup and host.If so, is there a tutorial or...

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Server need for turnbased game

I want to host 1v1 game. It's turn based, and it will run one Unity .exe file/instance per 2 players (one match). What is the difference between Photon Server Unlimited and Photon Server Enterprise?...

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Secure UDP communication and custom encryption.

Hi,I've required to use BCrypt lib in order to secure UDP communications. Is that possible using photon servers ? (no PUN, no Bolt).

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Experimenting with Loadbalancer SDK (Questions)

So I finally started to experiment with the Loadbalancer API (SDK) and now I have a few questions which I couldn't find in the documentation.1) So on default - you can join with multiple identical...

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is there any implements of HTTP request handle and response?

It's would be great if the photon can be treated as an HTTP server.

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Can't Start Photon Server

Hello everyone!I'm having trouble starting Photon Server. I've followed the instructions found here. but whenever I select LoadBalancing(MyCloud) > Start as application the server tries to start and...

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i have a problem ,my photon can not running, failed to load PhotonLicensing.dll

hi,i have a problem Photon is running good in a few days ,but my photonserver can not be run now,and I don't see a file need to unlockI tried run photon in other computer ,It runs very wellOr may be my...

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Moved: Correct Client SDK for Photon Server, Unity 3D targeting Windows Store...

This discussion has been moved.

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Moved: demo-particle-unity ArgumentNullException only on Parallel Desktop

This discussion has been moved.

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Unclear where to start with rolling a Photon Server solution

Hey guys,I'm working on a commercial product with a heavy hardware backend sending primitive data to Unity which is essentially being used just for visualization. Our existing implementation is Photon...

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Where the photon server run at ?(Unity or Standalone)

I have a game that going to be released on steam. I made a network system with the Unity's network transport(low level).And when I run my project on the windows server(desktop view) I see 100% CPU even...

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OnReceivedRoomListUpdate() takes a while to receive, sometimes sends 0

Hi all. We're running our own Photon server, with a PUN client.First, is there a built in way to force the room list to be sent by the server, so that EventCode.GameList or EventCode.GameListUpdate is...

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why 30% players 'disconnect' very frequently, others work fine

My online project using photon server in china, there are 30% of the players disconnect very frequently or cannot connect to server, other players work fine.ps: use tcp

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Forwarding unknown (complex) type "as is"

Feel like I am definitely misunderstanding something here.I have a fairly complex object that I want to send/receive. Not keen to write serialisation/deserialization for it. The documentation...

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Changing from local testing to public deployment

So I have a project that works fine when the PhotonServer applications GameServerIP is set to the local IP but when I change the setting to public IP the game no longer works the debugger is telling me...

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Proxy Servers

How to deal with proxy servers. My game isn't establishing a connection on proxies.

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Creating an authoritative .io/mmo style server using Photon's plugin SDK

Hello,I think that after reading enough photon documentation I have an idea how to create a custom authoritative server by implementing a custom plugin and was hoping for some tips/feedback in that...

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what should to do if Master Server crash?

is there a way to do Active-Passive of Master Server? I am afraid if master server crash, any good suggestions?

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Received game operation on peer without a game

I've implemented some simple server side checks during different loading periods of my game, where I wait for each client to send an operation before continuing. If they take too long, I remove them...

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