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Question by Evil-Lemons · May 25, 2014 at 08:59 PM · c#photonboo

Does Photon Networking work in Boo?

I started my multiplayer project programming in boo. When I imported Photon Unity Networking, I noticed that Unity didn't recognize any photon-related code, like PhotonNetwork.Instantiate for example. Then I made a C# script, and it worked fine.

Is there any way to get PUN working with Boo, or do I have to port over all of my code to C#?

The only hope I have is this: "All scripts (JS/BOO/C#) are scanned for Network API calls, and they are replaced with PhotonNetwork calls." I found this on the PUN site.

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Answer by AlucardJay · May 25, 2014 at 09:07 PM

I assume boo has the same rules for compilation order when using mixed languages.

Are you making sure the Photon scripts are compiling first as per compilation order for using mixed languages ?

Check my question on the Photon forums here for how to set up using Photon with uJS.

Here are the highlights :

  • Started a new project

  • Imported PUN (all files except for demo folder)

  • Saved AppID

  • Exit Unity

  • from the file browser :

  • Dragged the PhotonNetwork Plugins folder (Assets>PUN>Plugins>PhotonNetwork) into the root Plugins directory (Assets>Plugins>PhotonNetwork)

  • Dragged the Editor folder to the root directory

  • Dragged the UtilityScripts folder to the Plugins directory

The Resources folder doesn't like to be moved, AppID is stored there at the start. Works fine left where it is, and using another Resources folder in the root directory for my game assets.

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avatar image Evil-Lemons · May 25, 2014 at 10:06 PM 0
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Thanks for the reply alucardj, now PUN is working! It turns out that the compilation was not in the right order. It works, but now I'm getting strange errors like "Client should be in a room" and endless resource folder errors, but I'm sure those can be easily worked out.

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