![]() PUN adds its PunVersion string to this value, to mitigate potential incompatibilities between different PUN versions. Clients with different Game Version values, are separated from one another. In PUN, the App Version is part of the game version. It also works well with Photon Chat and Voice, which need their own App Id each, should you use the features. ![]() PUN uses a Realtime App Id for the connections. The default settings will be fine in most of the cases.ĪppIds are used by the Photon Cloud to identify each title. You can set the appid, Photon Cloud Region, game version and more. You can setup the connection to the Photon Cloud or a self hosted server and change other commonplace settings. The Wizard adds a PhotonServerSettings file to your project to store a configuration, which is primarily used by ConnectUsingSettings. Configuration For Self Hosted Photon Server. ![]() To connect, you only have to call PhotonNetwork.ConnectUsingSettings() in your code. If you want to host a Photon Server yourself, click "skip" and edit the PhotonServerSettings, as described below. Register for a new (free) Photon Cloud account by entering an email or copy and paste an existing appid from the Dashboard. Alternatively it's in the menu: "Window", "Photon Unity Networking". Import PUN into a new project and the PUN Wizard will pop up. Photon Unity Networking (PUN) is really easy to setup.
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