Method | Description | |
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OnConnectedToMaster ( ) : void |
Called after the connection to the master is established and authenticated but only when PhotonNetwork.autoJoinLobby is false. If you set PhotonNetwork.autoJoinLobby to true, OnJoinedLobby() will be called instead of this. You can join rooms and create them even without being in a lobby. The default lobby is used in that case. The list of available rooms won't become available unless you join a lobby via PhotonNetwork.joinLobby. |
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OnConnectedToPhoton ( ) : void |
Called when the initial connection got established but before you can use the server. OnJoinedLobby() or OnConnectedToMaster() are called when PUN is ready. This callback is only useful to detect if the server can be reached at all (technically). Most often, it's enough to implement OnFailedToConnectToPhoton() and OnDisconnectedFromPhoton(). OnJoinedLobby() or OnConnectedToMaster() are called when PUN is ready. When this is called, the low level connection is established and PUN will send your AppId, the user, etc in the background. This is not called for transitions from the masterserver to game servers. |
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OnConnectionFail ( DisconnectCause cause ) : void |
Called when something causes the connection to fail (after it was established), followed by a call to OnDisconnectedFromPhoton(). If the server could not be reached in the first place, OnFailedToConnectToPhoton is called instead. The reason for the error is provided as DisconnectCause. |
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OnCreatedRoom ( ) : void |
Called when this client created a room and entered it. OnJoinedRoom() will be called as well. This callback is only called on the client which created a room (see PhotonNetwork.CreateRoom). As any client might close (or drop connection) anytime, there is a chance that the creator of a room does not execute OnCreatedRoom. If you need specific room properties or a "start signal", it is safer to implement OnMasterClientSwitched() and to make the new MasterClient check the room's state. |
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OnCustomAuthenticationFailed ( string debugMessage ) : void |
Called when the custom authentication failed. Followed by disconnect! Custom Authentication can fail due to user-input, bad tokens/secrets. If authentication is successful, this method is not called. Implement OnJoinedLobby() or OnConnectedToMaster() (as usual). During development of a game, it might also fail due to wrong configuration on the server side. In those cases, logging the debugMessage is very important. Unless you setup a custom authentication service for your app (in the [Dashboard](https://www.exitgames.com/dashboard)), this won't be called! |
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OnDisconnectedFromPhoton ( ) : void |
Called after disconnecting from the Photon server. In some cases, other callbacks are called before OnDisconnectedFromPhoton is called. Examples: OnConnectionFail() and OnFailedToConnectToPhoton(). |
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OnFailedToConnectToPhoton ( DisconnectCause cause ) : void |
Called if a connect call to the Photon server failed before the connection was established, followed by a call to OnDisconnectedFromPhoton(). This is called when no connection could be established at all. It differs from OnConnectionFail, which is called when an existing connection fails. |
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OnJoinedLobby ( ) : void |
Called on entering a lobby on the Master Server. The actual room-list updates will call OnReceivedRoomListUpdate(). Note: When PhotonNetwork.autoJoinLobby is false, OnConnectedToMaster() will be called and the room list won't become available. While in the lobby, the roomlist is automatically updated in fixed intervals (which you can't modify). The room list gets available when OnReceivedRoomListUpdate() gets called after OnJoinedLobby(). |
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OnJoinedRoom ( ) : void |
Called when entering a room (by creating or joining it). Called on all clients (including the Master Client). This method is commonly used to instantiate player characters. If a match has to be started "actively", you can call an [PunRPC](@ref PhotonView.RPC) triggered by a user's button-press or a timer. When this is called, you can usually already access the existing players in the room via PhotonNetwork.playerList. Also, all custom properties should be already available as Room.customProperties. Check Room.playerCount to find out if enough players are in the room to start playing. |
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OnLeftLobby ( ) : void |
Called after leaving a lobby. When you leave a lobby, [CreateRoom](@ref PhotonNetwork.CreateRoom) and [JoinRandomRoom](@ref PhotonNetwork.JoinRandomRoom) automatically refer to the default lobby. |
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OnLeftRoom ( ) : void |
Called when the local user/client left a room. When leaving a room, PUN brings you back to the Master Server. Before you can use lobbies and join or create rooms, OnJoinedLobby() or OnConnectedToMaster() will get called again. |
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OnLobbyStatisticsUpdate ( ) : void |
Called when the Master Server sent an update for the Lobby Statistics, updating PhotonNetwork.LobbyStatistics. This callback has two preconditions: EnableLobbyStatistics must be set to true, before this client connects. And the client has to be connected to the Master Server, which is providing the info about lobbies. |
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OnMasterClientSwitched ( PhotonPlayer newMasterClient ) : void |
Called after switching to a new MasterClient when the current one leaves. This is not called when this client enters a room. The former MasterClient is still in the player list when this method get called. |
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OnOwnershipRequest ( object viewAndPlayer ) : void |
Called when another player requests ownership of a PhotonView from you (the current owner). The parameter viewAndPlayer contains: PhotonView view = viewAndPlayer[0] as PhotonView; PhotonPlayer requestingPlayer = viewAndPlayer[1] as PhotonPlayer; |
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OnPhotonCreateRoomFailed ( object codeAndMsg ) : void |
Called when a CreateRoom() call failed. The parameter provides ErrorCode and message (as array). Most likely because the room name is already in use (some other client was faster than you). PUN logs some info if the PhotonNetwork.logLevel is >= PhotonLogLevel.Informational. |
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OnPhotonCustomRoomPropertiesChanged ( ExitGames.Client.Photon.Hashtable propertiesThatChanged ) : void |
Called when a room's custom properties changed. The propertiesThatChanged contains all that was set via Room.SetCustomProperties. Since v1.25 this method has one parameter: Hashtable propertiesThatChanged. |
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OnPhotonInstantiate ( PhotonMessageInfo info ) : void |
Called on all scripts on a GameObject (and children) that have been Instantiated using PhotonNetwork.Instantiate. PhotonMessageInfo parameter provides info about who created the object and when (based off PhotonNetworking.time). |
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OnPhotonJoinRoomFailed ( object codeAndMsg ) : void |
Called when a JoinRoom() call failed. The parameter provides ErrorCode and message (as array). Most likely error is that the room does not exist or the room is full (some other client was faster than you). PUN logs some info if the PhotonNetwork.logLevel is >= PhotonLogLevel.Informational. |
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OnPhotonMaxCccuReached ( ) : void |
Because the concurrent user limit was (temporarily) reached, this client is rejected by the server and disconnecting. When this happens, the user might try again later. You can't create or join rooms in OnPhotonMaxCcuReached(), cause the client will be disconnecting. You can raise the CCU limits with a new license (when you host yourself) or extended subscription (when using the Photon Cloud). The Photon Cloud will mail you when the CCU limit was reached. This is also visible in the Dashboard (webpage). |
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OnPhotonPlayerConnected ( PhotonPlayer newPlayer ) : void |
Called when a remote player entered the room. This PhotonPlayer is already added to the playerlist at this time. If your game starts with a certain number of players, this callback can be useful to check the Room.playerCount and find out if you can start. |
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OnPhotonPlayerDisconnected ( PhotonPlayer otherPlayer ) : void |
Called when a remote player left the room. This PhotonPlayer is already removed from the playerlist at this time. When your client calls PhotonNetwork.leaveRoom, PUN will call this method on the remaining clients. When a remote client drops connection or gets closed, this callback gets executed. after a timeout of several seconds. |
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OnPhotonPlayerPropertiesChanged ( object playerAndUpdatedProps ) : void |
Called when custom player-properties are changed. Player and the changed properties are passed as object[]. Since v1.25 this method has one parameter: object[] playerAndUpdatedProps, which contains two entries. void OnPhotonPlayerPropertiesChanged(object[] playerAndUpdatedProps) { PhotonPlayer player = playerAndUpdatedProps[0] as PhotonPlayer; Hashtable props = playerAndUpdatedProps[1] as Hashtable; //... } |
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OnPhotonRandomJoinFailed ( object codeAndMsg ) : void |
Called when a JoinRandom() call failed. The parameter provides ErrorCode and message. Most likely all rooms are full or no rooms are available. |
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OnReceivedRoomListUpdate ( ) : void |
Called for any update of the room-listing while in a lobby (PhotonNetwork.insideLobby) on the Master Server. PUN provides the list of rooms by PhotonNetwork.GetRoomList(). |
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OnUpdatedFriendList ( ) : void |
Called when the server sent the response to a FindFriends request and updated PhotonNetwork.Friends. The friends list is available as PhotonNetwork.Friends, listing name, online state and the room a user is in (if any). |
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OnWebRpcResponse ( OperationResponse response ) : void |
Called by PUN when the response to a WebRPC is available. See PhotonNetwork.WebRPC. Important: The response.ReturnCode is 0 if Photon was able to reach your web-service. The content of the response is what your web-service sent. You can create a WebResponse instance from it. Example: WebRpcResponse webResponse = new WebRpcResponse(operationResponse); Please note: Class OperationResponse is in a namespace which needs to be "used": using ExitGames.Client.Photon; // includes OperationResponse (and other classes) The OperationResponse.ReturnCode by Photon is: 0 for "OK" -3 for "Web-Service not configured" (see Dashboard / WebHooks) -5 for "Web-Service does now have RPC path/name" (at least for Azure) |
public OnConnectionFail ( DisconnectCause cause ) : void | ||
cause | DisconnectCause | |
return | void |
public OnCustomAuthenticationFailed ( string debugMessage ) : void | ||
debugMessage | string | Contains a debug message why authentication failed. This has to be fixed during development time. |
return | void |
public OnFailedToConnectToPhoton ( DisconnectCause cause ) : void | ||
cause | DisconnectCause | |
return | void |
public OnMasterClientSwitched ( PhotonPlayer newMasterClient ) : void | ||
newMasterClient | PhotonPlayer | |
return | void |
public OnOwnershipRequest ( object viewAndPlayer ) : void | ||
viewAndPlayer | object | The PhotonView is viewAndPlayer[0] and the requesting player is viewAndPlayer[1]. |
return | void |
public OnPhotonCreateRoomFailed ( object codeAndMsg ) : void | ||
codeAndMsg | object | codeAndMsg[0] is a short ErrorCode and codeAndMsg[1] is a string debug msg. |
return | void |
public OnPhotonCustomRoomPropertiesChanged ( ExitGames.Client.Photon.Hashtable propertiesThatChanged ) : void | ||
propertiesThatChanged | ExitGames.Client.Photon.Hashtable | |
return | void |
public OnPhotonInstantiate ( PhotonMessageInfo info ) : void | ||
info | PhotonMessageInfo | |
return | void |
public OnPhotonJoinRoomFailed ( object codeAndMsg ) : void | ||
codeAndMsg | object | codeAndMsg[0] is short ErrorCode. codeAndMsg[1] is string debug msg. |
return | void |
public OnPhotonPlayerConnected ( PhotonPlayer newPlayer ) : void | ||
newPlayer | PhotonPlayer | |
return | void |
public OnPhotonPlayerDisconnected ( PhotonPlayer otherPlayer ) : void | ||
otherPlayer | PhotonPlayer | |
return | void |
public OnPhotonPlayerPropertiesChanged ( object playerAndUpdatedProps ) : void | ||
playerAndUpdatedProps | object | Contains PhotonPlayer and the properties that changed See remarks. |
return | void |
public OnPhotonRandomJoinFailed ( object codeAndMsg ) : void | ||
codeAndMsg | object | codeAndMsg[0] is short ErrorCode. codeAndMsg[1] is string debug msg. |
return | void |
public OnWebRpcResponse ( OperationResponse response ) : void | ||
response | OperationResponse | |
return | void |