WebPhotonNetwork.RaiseEvent( (byte) eventCode, (object) eventContent, (bool) sendReliable ); Exchange in-game-data, set remote object properties e.a. sending them by RPC. For … WebJun 27, 2012 · I'm not sure what you are doing with the 2 classes or if you have other compile errors (I believe you do but I'll leave that to you {grin}) but to get past your immediate problem, declare the argument as byVal
Photon PUN 2 RaiseReceived not firing - Unity Answers
WebAug 9, 2016 · 最初から判断できないの…? • PUNの強力な機能は自動的なオブジェクトの 同期 • オブジェクト同期+簡単なイベント送信 (RaiseEvent or RPC)で済むならPUNがベスト • オブジェクト同期があまり役立たない場合は、 Unity 3D SDKの利用検討を 20. WebEventCaching CachingOption. Defines if the server should simply send the event, put it in the cache or remove events that are like this one. When using option: SliceSetIndex, … goodwick ferry port
Cached Events Photon Engine
WebNov 16, 2024 · This tutorial is based on PUN V1 and in this version, there is ForwardToWebhook property in RaiseEventOptions. I'd suppose you are using PUN 2 now, in which, there is no ForwardToWebhook anymore. What you will use is WebFlags . WebOct 28, 2024 · I don't use RPCs at all now, preferring RaiseEvent for everything. This is just fairly general personal opinion on my part, if you require more specific help you should … WebThe lobby that will be used when PUN joins a lobby or creates a game. This is defined when joining a lobby or creating rooms . The default lobby uses an empty string as name. So when you connect or leave a room, PUN automatically gets you into a lobby again. Check PhotonNetwork.InLobby if the client is in a lobby. (masterServerAndLobby) chevy dealerships in las vegas nevada