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Photon Networking
Hello Everyone, I am building a multiplayer game, and I want to use photon for it. As much as I look around the internet and Unity Answers/Forums, I cannot find any super in-depth explanation of how photon works. What I need is:
How do photon servers communicate with iphones
How would a script run a program to "lobby" players in random groups of 4
How would a program know if a player dropped out ie, hit the home button on an Iphone
How many players would the server need to deal with at a time. What I mean by this is, the photon server holds 60 spots for players. Is there an effective way to manage the players?
I know that this is a long list, but if anyone could answer even one of these, I would be grateful. Thank you for your time.
purely a comment, I'd recommend beco$$anonymous$$g expert with unity's own networking (which is fine) first, before worrying about Photon. cheers
Answer by tobiass · Jan 08, 2016 at 10:28 AM
A late reply:
Photon communicates via UDP, which is being made reliable by our eNet-based protocol. Simply put: we use the internet :)
There are demos for matchmaking and most of the other stuff in the free package. Also read: https://doc.photonengine.com/en/pun/current/tutorials/matchmaking-and-lobby
Hitting the home button triggers a callback in Unity. The others notice this by monitoring if a client is replying to messages (some messages explicitly require an ACK and if that's missing for a while, the client times out).
The server can handle many more but split up into many rooms. Per room, a bunch of 2 to maybe 16 or 30 players can interact, usually.
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