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DisconnectByServer when many packets are sent

Hi, I'm using Core - 4.0.28.2962, SDK - 4.0.29.11263, the problem I face is Game server is sending too many packets to the client and I get DisconnectByServer during the game. Stats:Rtt(variance):...

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Secure Web Socket - No credentials are available in the security package

Hi, when starting photon server with WSS configuration server don't start and says "No credentials are available in the security package"At first i had problem with certificate cause it was installed...

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Build WebGL support? My Custom Photon Server (not loadbalancing)

my version photon server is v4-0-29-11263, my version Unity is 2017.3at build WebGL, I was try select protocol is WebSocket and WebSocketSecure, check port and add ws:// or wss:// at server address,...

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Server to Client Ping Paket Breakdown

Hi,I am new, so please forgive me when I am posting in the wrong section.Currently I am analyzing traffic of a game to get a little known to how Photon works and what things are being sent over the...

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Photon Server for RTS game

Hi there,I've been developing a multiplayer RTS game with PUN for the past while and have run into a couple of issues with the current setup. The master client in each room does all computation for...

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Initiate a request to the server failed: SendError

My Client Code is: public override void Execute(int eventCode, object message) { switch (eventCode) { case 0: socketMsg = message as SocketMsg; Dictionary p = new Dictionary(); p[0] = socketMsg.Value;...

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Cached Server Messages Possible?

Hello!I've been using Pun since a while now and always had problems figuring out a good balance of maxplayer and sendrate.My old game "Ratz Instagib" uses 8 Msg/s for a max of 8 Players, which results...

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Implementing Photon Networking into games with a dedicated server

Hey guys. Im fairly new to Unity (~3 weeks of research and messing around with Unity) and i have recently started to look into implementing Photon networking into my game. I've been watching this...

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How do I authenticate users?

Hi,I am trying to prototype a game (my client is Unity), and I'm trying to authenticate users. The page on the subject at the main site is confusing at best, so I have no idea how to do it.What I would...

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User ID Not Set

We are setting up PhotonServer locally but can only connect and join a room once (one player). Any secondary attempts throw the following error:Operation failed: OperationResponse 226: ReturnCode: -2...

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Stuck at ConnectingToGameserver

Hello.We have set up PhotonServer on a local machine, opened all specified ports and shut off any and all firewalls and virus protection. When we attempt to connect to this server within the LAN, it...

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How to update SDK on server?

HiI can see the current SDK version is: v4.0.29.11263When I log into our VM I see that our installed Photon Control is Version: 4.0.28.2962I assume that in this case, "SDK" and "Photon Control" is the...

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How to run LoadBalancing MasterServer from Visual Studio?

When I open LoadBalancing solution and hit F5, it runs the GameServer, correct? What about if I want to run the MasterServer? And is it possible to run both MasterServer and GameServer at the same time?

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AI Control

Currently our game has Bots that are evenly distributed among players in the room. If one player drops, AI that he controls immediately destroys itself. There are two things I want to ask:1. Can AI not...

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Cant rejoin server

Hey there,when i enter the multiplayer server and quit into another (no PUN) scene, i can't rejoin the multiplayer.Get this error:ConnectUsingSettings(9failed. Can only connect while in state...

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PhotonServer license issue (wrong server quantity)

We have ordered licensee for 2 separate servers:But server quantity in photon server launcher still show us "Server Quantity: 1":We have problem in production: Server with Hardware ID:...

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Strange memory profile for Mmo in ExitGames-Photon-Server-SDK_v3-4-31-10808

We've been chasing a possible memory leak for a while, but memory profiling doesn't seem to indicate an actual leak. Instead, the amount of unused memory allocated to .NET keeps growing, apparently...

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