After
How do I use After
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PhotonViewHandler.cs
Copy
25 internal static void HierarchyChange()
26 {
27 if (Application.isPlaying)
28 {
29 //Debug.Log("HierarchyChange ignored, while running.");
30 CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31 return;
32 }
33
34 if (CheckSceneForStuckHandlers)
35 {
36 CheckSceneForStuckHandlers = false;
37 PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38 }
39
40 HashSet
41 HashSet
42 bool fixedSomeId = false;
43
44 //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45 //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46 //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48 string levelName = Application.loadedLevelName;
49 #if UNITY_EDITOR
50 levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51 #endif
52 int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53 //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55 PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57 foreach (PhotonView view in pvObjects)
58 {
59 // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60 if (EditorUtility.IsPersistent(view.gameObject))
61 {
62 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63 {
64 Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65 view.viewID = 0;
66 view.prefixBackup = -1;
67 view.instantiationId = -1;
68 EditorUtility.SetDirty(view);
69 fixedSomeId = true;
70 }
71 }
72 else
73 {
74 // keep all scene-instanced PVs for later re-check
75 pvInstances.Add(view);
76 }
77 }
78
79 Dictionary
80
81 // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82 // scene-PVs must have user == 0 (scene/room) and a subId != 0
83 foreach (PhotonView view in pvInstances)
84 {
85 if (view.ownerId > 0)
86 {
87 Debug.Log("Re-Setting Owner ID of: " + view);
88 }
89 view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90 view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92 if (view.viewID != 0)
93 {
94 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95 {
96 view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97 }
98 else
99 {
100 usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102 int instId = 0;
103 if (idPerObject.TryGetValue(view.gameObject, out instId))
104 {
105 view.instantiationId = instId;
106 }
107 else
108 {
109 view.instantiationId = view.viewID;
110 idPerObject[view.gameObject] = view.instantiationId;
111 }
112 }
113 }
114
115 }
116
117 // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118 int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120 foreach (PhotonView view in pvInstances)
121 {
122 if (view.viewID == 0)
123 {
124 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127 view.viewID = nextViewId;
128
129 int instId = 0;
130 if (idPerObject.TryGetValue(view.gameObject, out instId))
131 {
132 Debug.Log("Set inst ID");
133 view.instantiationId = instId;
134 }
135 else
136 {
137 view.instantiationId = view.viewID;
138 idPerObject[view.gameObject] = nextViewId;
139 }
140
141 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144 lastUsedId = nextViewId;
145 EditorUtility.SetDirty(view);
146 fixedSomeId = true;
147 }
148 }
149
150
151 if (fixedSomeId)
152 {
153 //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154 }
155 }
File name: PhotonTransformViewPositionControl.cs
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54 public Vector3 UpdatePosition( Vector3 currentPosition )
55 {
56 Vector3 targetPosition = GetNetworkPosition() + GetExtrapolatedPositionOffset();
57
58 switch( m_Model.InterpolateOption )
59 {
60 case PhotonTransformViewPositionModel.InterpolateOptions.Disabled:
61 if( m_UpdatedPositionAfterOnSerialize == false )
62 {
63 currentPosition = targetPosition;
64 m_UpdatedPositionAfterOnSerialize = true;
65 }
66 break;
67 case PhotonTransformViewPositionModel.InterpolateOptions.FixedSpeed:
68 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateMoveTowardsSpeed );
69 break;
70 case PhotonTransformViewPositionModel.InterpolateOptions.EstimatedSpeed:
71 int positionsCount = Mathf.Min( 1, m_OldNetworkPositions.Count );
72 float estimatedSpeed = Vector3.Distance( m_NetworkPosition, GetOldestStoredNetworkPosition() ) / positionsCount;
73 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * estimatedSpeed );
74 break;
75 case PhotonTransformViewPositionModel.InterpolateOptions.SynchronizeValues:
76 if( m_SynchronizedSpeed.magnitude == 0 )
77 {
78 currentPosition = targetPosition;
79 }
80 else
81 {
82 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * m_SynchronizedSpeed.magnitude );
83 }
84 break;
85 case PhotonTransformViewPositionModel.InterpolateOptions.Lerp:
86 currentPosition = Vector3.Lerp( currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateLerpSpeed );
87 break;
88 /*case PhotonTransformViewPositionModel.InterpolateOptions.MoveTowardsComplex:
89 float distanceToTarget = Vector3.Distance( currentPosition, targetPosition );
90 float targetSpeed = m_Model.InterpolateSpeedCurve.Evaluate( distanceToTarget ) * m_Model.InterpolateMoveTowardsSpeed;
91
92 if( targetSpeed > m_CurrentSpeed )
93 {
94 m_CurrentSpeed = Mathf.MoveTowards( m_CurrentSpeed, targetSpeed, Time.deltaTime * m_Model.InterpolateMoveTowardsAcceleration );
95 }
96 else
97 {
98 m_CurrentSpeed = Mathf.MoveTowards( m_CurrentSpeed, targetSpeed, Time.deltaTime * m_Model.InterpolateMoveTowardsDeceleration );
99 }
100
101 //Debug.Log( m_CurrentSpeed + " - " + targetSpeed + " - " + transform.localPosition + " - " + targetPosition );
102
103 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * m_CurrentSpeed );
104 break;*/
105 }
106
107 if( m_Model.TeleportEnabled == true )
108 {
109 if( Vector3.Distance( currentPosition, GetNetworkPosition() ) > m_Model.TeleportIfDistanceGreaterThan )
110 {
111 currentPosition = GetNetworkPosition();
112 }
113 }
114
115 return currentPosition;
116 }
File name: PhotonTransformViewPositionControl.cs
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163 public void OnPhotonSerializeView( Vector3 currentPosition, PhotonStream stream, PhotonMessageInfo info )
164 {
165 if( m_Model.SynchronizeEnabled == false )
166 {
167 return;
168 }
169
170 if( stream.isWriting == true )
171 {
172 SerializeData( currentPosition, stream, info );
173 }
174 else
175 {
176 DeserializeData( stream, info );
177 }
178
179 m_LastSerializeTime = PhotonNetwork.time;
180 m_UpdatedPositionAfterOnSerialize = false;
181 }
File name: NetworkingPeer.cs
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1411 public void OnStatusChanged(StatusCode statusCode)
1412 {
1413 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1414 Debug.Log(string.Format("OnStatusChanged: {0}", statusCode.ToString()));
1415
1416 switch (statusCode)
1417 {
1418 case StatusCode.Connect:
1419 if (this.State == global::PeerState.ConnectingToNameServer)
1420 {
1421 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1422 Debug.Log("Connected to NameServer.");
1423
1424 this.server = ServerConnection.NameServer;
1425 if (this.CustomAuthenticationValues != null)
1426 {
1427 this.CustomAuthenticationValues.Secret = null; // when connecting to NameServer, invalidate any auth values
1428 }
1429 }
1430
1431 if (this.State == global::PeerState.ConnectingToGameserver)
1432 {
1433 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1434 Debug.Log("Connected to gameserver.");
1435
1436 this.server = ServerConnection.GameServer;
1437 this.State = global::PeerState.ConnectedToGameserver;
1438 }
1439
1440 if (this.State == global::PeerState.ConnectingToMasterserver)
1441 {
1442 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1443 Debug.Log("Connected to masterserver.");
1444
1445 this.server = ServerConnection.MasterServer;
1446 this.State = global::PeerState.ConnectedToMaster;
1447
1448 if (this.IsInitialConnect)
1449 {
1450 this.IsInitialConnect = false; // after handling potential initial-connect issues with special messages, we are now sure we can reach a server
1451 SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
1452 }
1453 }
1454
1455 this.EstablishEncryption(); // always enable encryption
1456
1457 if (this.IsAuthorizeSecretAvailable)
1458 {
1459 // if we have a token we don't have to wait for encryption (it is encrypted anyways, so encryption is just optional later on)
1460 this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1461 if (this.didAuthenticate)
1462 {
1463 this.State = global::PeerState.Authenticating;
1464 }
1465 }
1466 break;
1467
1468 case StatusCode.EncryptionEstablished:
1469 // on nameserver, the "process" is stopped here, so the developer/game can either get regions or authenticate with a specific region
1470 if (this.server == ServerConnection.NameServer)
1471 {
1472 this.State = global::PeerState.ConnectedToNameServer;
1473
1474 if (!this.didAuthenticate && this.CloudRegion == CloudRegionCode.none)
1475 {
1476 // this client is not setup to connect to a default region. find out which regions there are!
1477 this.OpGetRegions(this.mAppId);
1478 }
1479 }
1480
1481 // we might need to authenticate automatically now, so the client can do anything at all
1482 if (!this.didAuthenticate && (!this.IsUsingNameServer || this.CloudRegion != CloudRegionCode.none))
1483 {
1484 // once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
1485 this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1486 if (this.didAuthenticate)
1487 {
1488 this.State = global::PeerState.Authenticating;
1489 }
1490 }
1491 break;
1492
1493 case StatusCode.EncryptionFailedToEstablish:
1494 Debug.LogError("Encryption wasn't established: " + statusCode + ". Going to authenticate anyways.");
1495 this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString()); // TODO: check if there are alternatives
1496 break;
1497
1498 case StatusCode.Disconnect:
1499 this.didAuthenticate = false;
1500 this.isFetchingFriends = false;
1501 if (server == ServerConnection.GameServer) this.LeftRoomCleanup();
1502 if (server == ServerConnection.MasterServer) this.LeftLobbyCleanup();
1503
1504 if (this.State == global::PeerState.DisconnectingFromMasterserver)
1505 {
1506 if (this.Connect(this.mGameserver, ServerConnection.GameServer))
1507 {
1508 this.State = global::PeerState.ConnectingToGameserver;
1509 }
1510 }
1511 else if (this.State == global::PeerState.DisconnectingFromGameserver || this.State == global::PeerState.DisconnectingFromNameServer)
1512 {
1513 if (this.Connect(this.MasterServerAddress, ServerConnection.MasterServer))
1514 {
1515 this.State = global::PeerState.ConnectingToMasterserver;
1516 }
1517 }
1518 else
1519 {
1520 if (this.CustomAuthenticationValues != null)
1521 {
1522 this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1523 }
1524
1525 this.State = global::PeerState.PeerCreated; // if we set another state here, we could keep clients from connecting in OnDisconnectedFromPhoton right here.
1526 SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
1527 }
1528 break;
1529
1530 case StatusCode.SecurityExceptionOnConnect:
1531 case StatusCode.ExceptionOnConnect:
1532 this.State = global::PeerState.PeerCreated;
1533 if (this.CustomAuthenticationValues != null)
1534 {
1535 this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1536 }
1537
1538 DisconnectCause cause = (DisconnectCause)statusCode;
1539 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1540 break;
1541
1542 case StatusCode.Exception:
1543 if (this.IsInitialConnect)
1544 {
1545 Debug.LogError("Exception while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1546 if (this.ServerAddress == null || this.ServerAddress.StartsWith("127.0.0.1"))
1547 {
1548 Debug.LogWarning("The server address is 127.0.0.1 (localhost): Make sure the server is running on this machine. Android and iOS emulators have their own localhost.");
1549 if (this.ServerAddress == this.mGameserver)
1550 {
1551 Debug.LogWarning("This might be a misconfiguration in the game server config. You need to edit it to a (public) address.");
1552 }
1553 }
1554
1555 this.State = global::PeerState.PeerCreated;
1556 cause = (DisconnectCause)statusCode;
1557 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1558 }
1559 else
1560 {
1561 this.State = global::PeerState.PeerCreated;
1562
1563 cause = (DisconnectCause)statusCode;
1564 SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1565 }
1566
1567 this.Disconnect();
1568 break;
1569
1570 case StatusCode.TimeoutDisconnect:
1571 case StatusCode.ExceptionOnReceive:
1572 case StatusCode.DisconnectByServer:
1573 case StatusCode.DisconnectByServerLogic:
1574 case StatusCode.DisconnectByServerUserLimit:
1575 if (this.IsInitialConnect)
1576 {
1577 Debug.LogWarning(statusCode + " while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1578
1579 cause = (DisconnectCause)statusCode;
1580 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1581 }
1582 else
1583 {
1584 cause = (DisconnectCause)statusCode;
1585 SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1586 }
1587 if (this.CustomAuthenticationValues != null)
1588 {
1589 this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1590 }
1591
1592 this.Disconnect();
1593 break;
1594
1595 case StatusCode.SendError:
1596 // this.mListener.clientErrorReturn(statusCode);
1597 break;
1598
1599 case StatusCode.QueueOutgoingReliableWarning:
1600 case StatusCode.QueueOutgoingUnreliableWarning:
1601 case StatusCode.QueueOutgoingAcksWarning:
1602 case StatusCode.QueueSentWarning:
1603 // this.mListener.warningReturn(statusCode);
1604 break;
1605
1606 case StatusCode.QueueIncomingReliableWarning:
1607 case StatusCode.QueueIncomingUnreliableWarning:
1608 Debug.Log(statusCode + ". This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow. " + (PhotonNetwork.isMessageQueueRunning? "":"Your isMessageQueueRunning is false. This can cause the issue temporarily.") );
1609 break;
1610
1611 // // TCP "routing" is an option of Photon that's not currently needed (or supported) by PUN
1612 //case StatusCode.TcpRouterResponseOk:
1613 // break;
1614 //case StatusCode.TcpRouterResponseEndpointUnknown:
1615 //case StatusCode.TcpRouterResponseNodeIdUnknown:
1616 //case StatusCode.TcpRouterResponseNodeNotReady:
1617
1618 // this.DebugReturn(DebugLevel.ERROR, "Unexpected router response: " + statusCode);
1619 // break;
1620
1621 default:
1622
1623 // this.mListener.serverErrorReturn(statusCode.value());
1624 Debug.LogError("Received unknown status code: " + statusCode);
1625 break;
1626 }
1627
1628 this.externalListener.OnStatusChanged(statusCode);
1629 }
File name: NetworkingPeer.cs
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3339 private void OnSerializeRead(Hashtable data, PhotonPlayer sender, int networkTime, short correctPrefix)
3340 {
3341 // read view ID from key (byte)0: a int-array (PUN 1.17++)
3342 int viewID = (int)data[(byte)0];
3343
3344
3345 PhotonView view = this.GetPhotonView(viewID);
3346 if (view == null)
3347 {
3348 Debug.LogWarning("Received OnSerialization for view ID " + viewID + ". We have no such PhotonView! Ignored this if you're leaving a room. State: " + this.State);
3349 return;
3350 }
3351
3352 if (view.prefix > 0 && correctPrefix != view.prefix)
3353 {
3354 Debug.LogError("Received OnSerialization for view ID " + viewID + " with prefix " + correctPrefix + ". Our prefix is " + view.prefix);
3355 return;
3356 }
3357
3358 // SetReceiving filtering
3359 if (view.group != 0 && !this.allowedReceivingGroups.Contains(view.group))
3360 {
3361 return; // Ignore group
3362 }
3363
3364
3365 if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
3366 {
3367 if (!this.DeltaCompressionRead(view, data))
3368 {
3369 // Skip this packet as we haven't got received complete-copy of this view yet.
3370 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
3371 Debug.Log("Skipping packet for " + view.name + " [" + view.viewID + "] as we haven't received a full packet for delta compression yet. This is OK if it happens for the first few frames after joining a game.");
3372 return;
3373 }
3374
3375 // store last received for delta-compression usage
3376 view.lastOnSerializeDataReceived = data[(byte)1] as object[];
3377 }
3378
3379 if (sender.ID != view.ownerId)
3380 {
3381 if (!view.isSceneView || !sender.isMasterClient)
3382 {
3383 // obviously the owner changed and we didn't yet notice.
3384 Debug.Log("Adjusting owner to sender of updates. From: " + view.ownerId + " to: " + sender.ID);
3385 view.ownerId = sender.ID;
3386 }
3387 }
3388
3389 object[] contents = data[(byte)1] as object[];
3390 PhotonStream pStream = new PhotonStream(false, contents);
3391 PhotonMessageInfo info = new PhotonMessageInfo(sender, networkTime, view);
3392
3393 view.DeserializeView( pStream, info );
3394 }
File name: PhotonNetwork.cs
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1988 public static void UnAllocateViewID(int viewID)
1989 {
1990 manuallyAllocatedViewIds.Remove(viewID);
1991
1992 if (networkingPeer.photonViewList.ContainsKey(viewID))
1993 {
1994 Debug.LogWarning(string.Format("UnAllocateViewID() should be called after the PhotonView was destroyed (GameObject.Destroy()). ViewID: {0} still found in: {1}", viewID, networkingPeer.photonViewList[viewID]));
1995 }
1996 }
File name: PhotonView.cs
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295 protected internal void OnDestroy()
296 {
297 if (!this.destroyedByPhotonNetworkOrQuit)
298 {
299 PhotonNetwork.networkingPeer.LocalCleanPhotonView(this);
300 }
301
302 if (!this.destroyedByPhotonNetworkOrQuit && !Application.isLoadingLevel)
303 {
304 if (this.instantiationId > 0)
305 {
306 // if this viewID was not manually assigned (and we're not shutting down or loading a level), you should use PhotonNetwork.Destroy() to get rid of GOs with PhotonViews
307 Debug.LogError("OnDestroy() seems to be called without PhotonNetwork.Destroy()?! GameObject: " + this.gameObject + " Application.isLoadingLevel: " + Application.isLoadingLevel);
308 }
309 else
310 {
311 // this seems to be a manually instantiated PV. if it's local, we could warn if the ID is not in the allocated-list
312 if (this.viewID <= 0)
313 {
314 Debug.LogWarning(string.Format("OnDestroy manually allocated PhotonView {0}. The viewID is 0. Was it ever (manually) set?", this));
315 }
316 else if (this.isMine && !PhotonNetwork.manuallyAllocatedViewIds.Contains(this.viewID))
317 {
318 Debug.LogWarning(string.Format("OnDestroy manually allocated PhotonView {0}. The viewID is local (isMine) but not in manuallyAllocatedViewIds list. Use UnAllocateViewID() after you destroyed the PV.", this));
319 }
320 }
321 }
322 }
File name: PickupItemSimple.cs
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40 public void PunPickupSimple(PhotonMessageInfo msgInfo)
41 {
42 // one of the messages might be ours
43 // note: you could check "active" first, if you're not interested in your own, failed pickup-attempts.
44 if (this.SentPickup && msgInfo.sender.isLocal)
45 {
46 if (this.gameObject.GetActive())
47 {
48 // picked up! yay.
49 }
50 else
51 {
52 // pickup failed. too late (compared to others)
53 }
54 }
55
56 this.SentPickup = false;
57
58 if (!this.gameObject.GetActive())
59 {
60 Debug.Log("Ignored PU RPC, cause item is inactive. " + this.gameObject);
61 return;
62 }
63
64
65 // how long it is until this item respanws, depends on the pickup time and the respawn time
66 double timeSinceRpcCall = (PhotonNetwork.time - msgInfo.timestamp);
67 float timeUntilRespawn = SecondsBeforeRespawn - (float)timeSinceRpcCall;
68 //Debug.Log("msg timestamp: " + msgInfo.timestamp + " time until respawn: " + timeUntilRespawn);
69
70 if (timeUntilRespawn > 0)
71 {
72 // this script simply disables the GO for a while until it respawns.
73 this.gameObject.SetActive(false);
74 Invoke("RespawnAfter", timeUntilRespawn);
75 }
76 }
File name: PickupItemSimple.cs
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78 public void RespawnAfter()
79 {
80 if (this.gameObject != null)
81 {
82 this.gameObject.SetActive(true);
83 }
84 }
File name: Scalable.cs
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57 public void ScaleIn(float startAfter, float speed, float endScale) {
58 StartCoroutine(IEScaleIn(startAfter,speed,endScale));
59 }
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