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Question by Wolfshadow · Dec 18, 2015 at 01:09 PM · multiplayerphotonserver

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.

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avatar image Fattie · Dec 18, 2015 at 01:35 PM 1
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purely a comment, I'd recommend beco$$anonymous$$g expert with unity's own networking (which is fine) first, before worrying about Photon. cheers

avatar image Fattie · Dec 18, 2015 at 01:36 PM 0
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google to http://forum.unity3d.com/threads/new-photon-unity-networking-tutorial-series.241158/

avatar image Fattie · Dec 18, 2015 at 01:53 PM 0
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and https://doc.photonengine.com/en/pun/current/reference/pun-and-un

avatar image Wolfshadow Fattie · Dec 18, 2015 at 02:38 PM 0
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Thanks for the help!

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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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