Call









How do I use Call
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: ChatGui.cs Copy
95     public void Update()
96     {
97         if (this.chatClient != null)
98         {
99             this.chatClient.Service(); // make sure to call this regularly! it limits effort internally, so calling often is ok!
100         }
101     }
File name: GUIFriendFinding.cs Copy
46     public void OnUpdatedFriendList()
47     {
48         Debug.Log("OnUpdatedFriendList is called when the list PhotonNetwork.Friends is refreshed.");
49     }
File name: OnClickCallMethod.cs Copy
11     public void OnClick()
12     {
13         if (this.TargetGameObject == null || string.IsNullOrEmpty(this.TargetMethod))
14         {
15             Debug.LogWarning(this + " can't call, cause GO or Method are empty.");
16             return;
17         }
18
19         this.TargetGameObject.SendMessage(this.TargetMethod);
20     }
File name: HubGui.cs Copy
28     void OnGUI()
29     {
30         GUI.skin = this.Skin;
31         GUILayout.Space(10);
32
33         GUILayout.BeginHorizontal();
34         GUILayout.Space(10);
35         scrollPos = GUILayout.BeginScrollView(scrollPos, GUILayout.Width(320));
36
37         GUILayout.Label("Basics", m_Headline);
38         if (GUILayout.Button("Demo Boxes", GUILayout.Width(280)))
39         {
40             demoDescription = "Demo Boxes\n\nUses ConnectAndJoinRandom script.\n(joins a random room or creates one)\n\nInstantiates simple prefab.\nSynchronizes positions without smoothing.";
41             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoBoxes-Scene" };
42         }
43         if (GUILayout.Button("Demo Worker", GUILayout.Width(280)))
44         {
45             demoDescription = "Demo Worker\n\nJoins the default lobby and shows existing rooms.\nLets you create or join a room.\nInstantiates an animated character.\nSynchronizes position and animation state of character with smoothing.\nImplements simple in-room Chat via RPC calls.";
46             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoWorker-Scene" };
47         }
48         if (GUILayout.Button("Movement Smoothing", GUILayout.Width(280)))
49         {
50             demoDescription = "Movement Smoothing\n\nUses ConnectAndJoinRandom script.\nShows several basic ways to update positions of remote objects.";
51             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoSynchronization-Scene" };
52         }
53
54         GUILayout.Label("Advanced", m_Headline);
55         if (GUILayout.Button("Ownership Transfer", GUILayout.Width(280)))
56         {
57             demoDescription = "Ownership Transfer\n\nShows how to transfer the ownership of a PhotonView.\nThe owner will send position updates of the GameObject.\nTransfer can be edited per PhotonView and set to Fixed (no transfer), Request (owner has to agree) or Takeover (owner can't object).";
58             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChangeOwner-Scene" };
59             this.webLink = new DemoBtn();
60         }
61         if (GUILayout.Button("Pickup, Teams, Scores", GUILayout.Width(280)))
62         {
63             demoDescription = "Pickup, Teams, Scores\n\nUses ConnectAndJoinRandom script.\nImplements item pickup with RPCs.\nUses Custom Properties for Teams.\nCounts score per player and team.\nUses PhotonPlayer extension methods for easy Custom Property access.";
64             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoPickup-Scene" };
65             this.webLink = new DemoBtn();
66         }
67
68         GUILayout.Label("Feature Demos", m_Headline);
69         if (GUILayout.Button("Chat", GUILayout.Width(280)))
70         {
71             demoDescription = "Chat\n\nUses the Chat API (now part of PUN).\nSimple UI.\nYou can enter any User ID.\nAutomatically subscribes some channels.\nAllows simple commands via text.\n\nRequires configuration of Chat App ID in scene.";
72             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChat-Scene" };
73             this.webLink = new DemoBtn();
74         }
75         if (GUILayout.Button("RPG Movement", GUILayout.Width(280)))
76         {
77             demoDescription = "RPG Movement\n\nDemonstrates how to use the PhotonTransformView component to synchronize position updates smoothly using inter- and extrapolation.\n\nThis demo also shows how to setup a Mecanim Animator to update animations automatically based on received position updates (without sending explicit animation updates).";
78             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoRPGMovement-Scene" };
79             this.webLink = new DemoBtn();
80         }
81         if (GUILayout.Button("Mecanim Animations", GUILayout.Width(280)))
82         {
83             demoDescription = "Mecanim Animations\n\nThis demo shows how to use the PhotonAnimatorView component to easily synchronize Mecanim animations.\n\nIt also demonstrates another feature of the PhotonTransformView component which gives you more control how position updates are inter-/extrapolated by telling the component how fast the object moves and turns using SetSynchronizedValues().";
84             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoMecanim-Scene" };
85             this.webLink = new DemoBtn();
86         }
87         if (GUILayout.Button("2D Game", GUILayout.Width(280)))
88         {
89             demoDescription = "2D Game Demo\n\nSynchronizes animations, positions and physics in a 2D scene.";
90             this.demoBtn = new DemoBtn() { Text = "Start", Link = "Demo2DJumpAndRunWithPhysics-Scene" };
91             this.webLink = new DemoBtn();
92         }
93         if (GUILayout.Button("Friends & Authentication", GUILayout.Width(280)))
94         {
95             demoDescription = "Friends & Authentication\n\nShows connect with or without (server-side) authentication.\n\nAuthentication requires minor server-side setup (in Dashboard).\n\nOnce connected, you can find (made up) friends.\nJoin a room just to see how that gets visible in friends list.";
96             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoFriends-Scene" };
97             this.webLink = new DemoBtn();
98         }
99
100         GUILayout.Label("Tutorial", m_Headline);
101         if (GUILayout.Button("Marco Polo Tutorial", GUILayout.Width(280)))
102         {
103             demoDescription = "Marco Polo Tutorial\n\nFinal result you could get when you do the Marco Polo Tutorial.\nSlightly modified to be more compatible with this package.";
104             this.demoBtn = new DemoBtn() { Text = "Start", Link = "MarcoPolo-Scene" };
105             this.webLink = new DemoBtn() { Text = "Open Tutorial (www)", Link = "http://tinyurl.com/nmylf44" };
106         }
107         GUILayout.EndScrollView();
108
109         GUILayout.BeginVertical(GUILayout.Width(Screen.width - 345));
110         GUILayout.Label(demoDescription);
111         GUILayout.Space(10);
112         if (!string.IsNullOrEmpty(this.demoBtn.Text))
113         {
114             if (GUILayout.Button(this.demoBtn.Text))
115             {
116                 Application.LoadLevel(this.demoBtn.Link);
117             }
118         }
119         if (!string.IsNullOrEmpty(this.webLink.Text))
120         {
121             if (GUILayout.Button(this.webLink.Text))
122             {
123                 Application.OpenURL(this.webLink.Link);
124             }
125         }
126         GUILayout.EndVertical();
127
128
129         GUILayout.EndHorizontal();
130     }
File name: CubeLerp.cs Copy
12     public void Awake()
13     {
14         if (photonView.isMine)
15         {
16             this.enabled = false; // due to this, Update() is not called on the owner client.
17         }
18
19         latestCorrectPos = transform.position;
20         onUpdatePos = transform.position;
21     }
File name: WorkerInGame.cs Copy
34     public void OnMasterClientSwitched(PhotonPlayer player)
35     {
36         Debug.Log("OnMasterClientSwitched: " + player);
37
38         string message;
39         InRoomChat chatComponent = GetComponent(); // if we find a InRoomChat component, we print out a short message
40
41         if (chatComponent != null)
42         {
43             // to check if this client is the new master...
44             if (player.isLocal)
45             {
46                 message = "You are Master Client now.";
47             }
48             else
49             {
50                 message = player.name + " is Master Client now.";
51             }
52
53
54             chatComponent.AddLine(message); // the Chat method is a RPC. as we don't want to send an RPC and neither create a PhotonMessageInfo, lets call AddLine()
55         }
56     }
File name: WorkerMenu.cs Copy
43     public void Awake()
44     {
45         // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
46         PhotonNetwork.automaticallySyncScene = true;
47
48         // the following line checks if this client was just created (and not yet online). if so, we connect
49         if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated)
50         {
51             // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project)
52             PhotonNetwork.ConnectUsingSettings("0.9");
53         }
54
55         // generate a name for this player, if none is assigned yet
56         if (String.IsNullOrEmpty(PhotonNetwork.playerName))
57         {
58             PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999);
59         }
60
61         // if you wanted more debug out, turn this on:
62         // PhotonNetwork.logLevel = NetworkLogLevel.Full;
63     }
File name: WorkerMenu.cs Copy
206     public void OnPhotonCreateRoomFailed()
207     {
208         this.ErrorDialog = "Error: Can't create room (room name maybe already used).";
209         Debug.Log("OnPhotonCreateRoomFailed got called. This can happen if the room exists (even if not visible). Try another room name.");
210     }
File name: WorkerMenu.cs Copy
212     public void OnPhotonJoinRoomFailed()
213     {
214         this.ErrorDialog = "Error: Can't join room (full or unknown room name).";
215         Debug.Log("OnPhotonJoinRoomFailed got called. This can happen if the room is not existing or full or closed.");
216     }
File name: WorkerMenu.cs Copy
217     public void OnPhotonRandomJoinFailed()
218     {
219         this.ErrorDialog = "Error: Can't join random room (none found).";
220         Debug.Log("OnPhotonRandomJoinFailed got called. Happens if no room is available (or all full or invisible or closed). JoinrRandom filter-options can limit available rooms.");
221     }

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