Hierarchy









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

Featured Snippets


File name: NamePickGui.cs Copy
38     public void OnGUI()
39     {
40         // Enter-Key handling:
41         if (Event.current.type == EventType.KeyDown && (Event.current.keyCode == KeyCode.KeypadEnter || Event.current.keyCode == KeyCode.Return))
42         {
43             if (!string.IsNullOrEmpty(this.InputLine))
44             {
45                 this.StartChat();
46                 return;
47             }
48         }
49
50
51         GUI.skin.label.wordWrap = true;
52         GUILayout.BeginArea(guiCenteredRect);
53
54
55         if (this.chatComponent != null && string.IsNullOrEmpty(this.chatComponent.ChatAppId))
56         {
57             GUILayout.Label("To continue, configure your Chat AppId.\nIt's listed in the Chat Dashboard (online).\nStop play-mode and edit:\nScripts/ChatGUI in the Hierarchy.");
58             if (GUILayout.Button("Open Chat Dashboard"))
59             {
60                 Application.OpenURL("https://www.exitgames.com/en/Chat/Dashboard");
61             }
62             GUILayout.EndArea();
63             return;
64         }
65
66         GUILayout.Label(this.helpText);
67
68         GUILayout.BeginHorizontal();
69         GUI.SetNextControlName("NameInput");
70         this.InputLine = GUILayout.TextField(this.InputLine);
71         if (GUILayout.Button("Connect", GUILayout.ExpandWidth(false)))
72         {
73             this.StartChat();
74         }
75         GUILayout.EndHorizontal();
76
77         GUILayout.EndArea();
78
79
80         GUI.FocusControl("NameInput");
81     }
File name: PhotonConverter.cs Copy
18     public static void RunConversion()
19     {
20         //Ask if user has made a backup.
21         int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22         switch (option)
23         {
24             case 0:
25                 break;
26             case 1:
27                 return;
28             case 2:
29                 PickFolderAndConvertScripts();
30                 return;
31             default:
32                 return;
33         }
34
35         //REAAAALY?
36         bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37         if (!result)
38         {
39             return;
40         }
41         Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43         //Ask to save current scene (optional)
44         EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46         EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48         //Convert NetworkViews to PhotonViews in Project prefabs
49         //Ask the user if we can move all prefabs to a resources folder
50         bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53         string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54         foreach (string prefab in prefabs)
55         {
56             EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58             Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59             int converted = 0;
60             foreach (Object obj in objs)
61             {
62                 if (obj != null && obj.GetType() == typeof(GameObject))
63                     converted += ConvertNetworkView(((GameObject)obj).GetComponents(), false);
64             }
65             if (movePrefabs && converted > 0)
66             {
67                 //This prefab needs to be under the root of a Resources folder!
68                 string path = prefab.Replace("\\", "/");
69                 int lastSlash = path.LastIndexOf("/");
70                 int resourcesIndex = path.LastIndexOf("/Resources/");
71                 if (resourcesIndex != lastSlash - 10)
72                 {
73                     if (path.Contains("/Resources/"))
74                     {
75                         Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76                     }
77                     //This prefab NEEDS to be placed under a resources folder
78                     string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79                     EnsureFolder(resourcesFolder);
80                     string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81                     string error = AssetDatabase.MoveAsset(prefab, newPath);
82                     if (error != "")
83                         Debug.LogError(error);
84                     Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85                 }
86             }
87         }
88
89         //Convert NetworkViews to PhotonViews in scenes
90         string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91         foreach (string sceneName in sceneFiles)
92         {
93             EditorApplication.OpenScene(sceneName);
94             EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96             int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97             if (converted2 > 0)
98             {
99                 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100                 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102                 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103                 EditorApplication.SaveScene(EditorApplication.currentScene);
104             }
105
106         }
107
108         //Convert C#/JS scripts (API stuff)
109         List scripts = GetScriptsInFolder("Assets");
110
111         EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112         ConvertScripts(scripts);
113
114         Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115         EditorUtility.ClearProgressBar();
116
117         EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118     }
File name: PhotonEditor.cs Copy
215     static PhotonEditor()
216     {
217         EditorApplication.projectWindowChanged += EditorUpdate;
218         EditorApplication.hierarchyWindowChanged += EditorUpdate;
219         EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
220         EditorApplication.update += OnUpdate;
221
222         WizardIcon = AssetDatabase.LoadAssetAtPath("Assets/Photon Unity Networking/photoncloud-icon.png", typeof(Texture2D)) as Texture2D;
223
224         // to be used in toolbar, the enum needs conversion to string[] being done here, once.
225         Array enumValues = Enum.GetValues(typeof(CloudRegionCode));
226         CloudServerRegionNames = new string[enumValues.Length];
227         for (int i = 0; i < CloudServerRegionNames.Length; i++)
228         {
229             CloudServerRegionNames[i] = enumValues.GetValue(i).ToString();
230             if (CloudServerRegionNames[i].Equals("none"))
231             {
232                 CloudServerRegionNames[i] = PhotonEditor.CurrentLang.BestRegionLabel;
233             }
234         }
235
236         // detect optional packages
237         PhotonEditor.CheckPunPlus();
238
239     }
File name: PhotonViewHandler.cs Copy
14     static PhotonViewHandler()
15     {
16         // hierarchyWindowChanged is called on hierarchy changed and on save. It's even called when hierarchy-window is closed and if a prefab with instances is changed.
17         // this is not called when you edit a instance's value but: on save
18         EditorApplication.hierarchyWindowChanged += HierarchyChange;
19     }
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 pvInstances = new HashSet();
41         HashSet usedInstanceViewNumbers = new 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 idPerObject = new 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: PhotonViewHandler.cs Copy
173     //TODO: check if this can be internal protected (as source in editor AND as dll)
174     public static void LoadAllScenesToFix()
175     {
176         string[] scenes = System.IO.Directory.GetFiles(".", "*.unity", SearchOption.AllDirectories);
177
178         foreach (string scene in scenes)
179         {
180             EditorApplication.OpenScene(scene);
181
182             PhotonViewHandler.HierarchyChange();//TODO: most likely on load also triggers a hierarchy change
183
184             EditorApplication.SaveScene();
185         }
186
187         Debug.Log("Corrected scene views where needed.");
188     }
File name: PhotonViewInspector.cs Copy
21     public override void OnInspectorGUI()
22     {
23         #if UNITY_3_5
24         EditorGUIUtility.LookLikeInspector();
25         #endif
26         //EditorGUI.indentLevel = 1;
27
28         m_Target = (PhotonView)this.target;
29         bool isProjectPrefab = EditorUtility.IsPersistent(m_Target.gameObject);
30
31         if( m_Target.ObservedComponents == null )
32         {
33             m_Target.ObservedComponents = new System.Collections.Generic.List();
34         }
35
36         if( m_Target.ObservedComponents.Count == 0 )
37         {
38             m_Target.ObservedComponents.Add( null );
39         }
40
41         EditorGUILayout.BeginHorizontal();
42         // Owner
43         if (isProjectPrefab)
44         {
45             EditorGUILayout.LabelField("Owner:", "Set at runtime");
46         }
47         else if (m_Target.isSceneView)
48         {
49             EditorGUILayout.LabelField("Owner", "Scene");
50         }
51         else
52         {
53             PhotonPlayer owner = m_Target.owner;
54             string ownerInfo = (owner != null) ? owner.name : "";
55
56             if (string.IsNullOrEmpty(ownerInfo))
57             {
58                 ownerInfo = "";
59             }
60
61             EditorGUILayout.LabelField("Owner", "[" + m_Target.ownerId + "] " + ownerInfo);
62         }
63
64         // ownership requests
65         EditorGUI.BeginDisabledGroup(Application.isPlaying);
66         m_Target.ownershipTransfer = (OwnershipOption)EditorGUILayout.EnumPopup(m_Target.ownershipTransfer, GUILayout.Width(100));
67         EditorGUI.EndDisabledGroup();
68
69         EditorGUILayout.EndHorizontal();
70
71
72         // View ID
73         if (isProjectPrefab)
74         {
75             EditorGUILayout.LabelField("View ID", "Set at runtime");
76         }
77         else if (EditorApplication.isPlaying)
78         {
79             EditorGUILayout.LabelField("View ID", m_Target.viewID.ToString());
80         }
81         else
82         {
83             int idValue = EditorGUILayout.IntField("View ID [1.."+(PhotonNetwork.MAX_VIEW_IDS-1)+"]", m_Target.viewID);
84             m_Target.viewID = idValue;
85         }
86
87
88
89         // Locally Controlled
90         if (EditorApplication.isPlaying)
91         {
92             string masterClientHint = PhotonNetwork.isMasterClient ? "(master)" : "";
93             EditorGUILayout.Toggle("Controlled locally: " + masterClientHint, m_Target.isMine);
94         }
95
96
97
98         //DrawOldObservedItem();
99         ConvertOldObservedItemToObservedList();
100
101
102         // ViewSynchronization (reliability)
103         if (m_Target.synchronization == ViewSynchronization.Off)
104         {
105             GUI.color = Color.grey;
106         }
107
108         EditorGUILayout.PropertyField( serializedObject.FindProperty( "synchronization" ), new GUIContent( "Observe option:" ) );
109
110         if( m_Target.synchronization != ViewSynchronization.Off &&
111             m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0 )
112         {
113             GUILayout.BeginVertical( GUI.skin.box );
114             GUILayout.Label( "Warning", EditorStyles.boldLabel );
115             GUILayout.Label( "Setting the synchronization option only makes sense if you observe something." );
116             GUILayout.EndVertical();
117         }
118
119         /*ViewSynchronization vsValue = (ViewSynchronization)EditorGUILayout.EnumPopup("Observe option:", m_Target.synchronization);
120         if (vsValue != m_Target.synchronization)
121         {
122             m_Target.synchronization = vsValue;
123             if (m_Target.synchronization != ViewSynchronization.Off && m_Target.observed == null)
124             {
125                 EditorUtility.DisplayDialog("Warning", "Setting the synchronization option only makes sense if you observe something.", "OK, I will fix it.");
126             }
127         }*/
128
129         DrawSpecificTypeSerializationOptions();
130
131         GUI.color = Color.white;
132         DrawObservedComponentsList();
133
134         // Cleanup: save and fix look
135         if (GUI.changed)
136         {
137             EditorUtility.SetDirty(m_Target);
138             PhotonViewHandler.HierarchyChange(); // TODO: check if needed
139         }
140
141         GUI.color = Color.white;
142         EditorGUIUtility.LookLikeControls();
143     }
File name: Extensions.cs Copy
191     public static bool GetActive(this GameObject target)
192     {
193         #if UNITY_3_5
194         return target.active;
195         #else
196         return target.activeInHierarchy;
197         #endif
198     }
File name: NetworkingPeer.cs Copy
3147     public void RunViewUpdate()
3148     {
3149         if (!PhotonNetwork.connected || PhotonNetwork.offlineMode)
3150         {
3151             return;
3152         }
3153
3154         if (this.mActors == null ||
3155#if !PHOTON_DEVELOP
3156             this.mActors.Count <= 1
3157#endif
3158             )
3159         {
3160             return; // No need to send OnSerialize messages (these are never buffered anyway)
3161         }
3162
3163         dataPerGroupReliable.Clear();
3164         dataPerGroupUnreliable.Clear();
3165
3166         /* Format of the data hashtable:
3167          * Hasthable dataPergroup*
3168          * [(byte)0] = this.ServerTimeInMilliSeconds;
3169          * OPTIONAL: [(byte)1] = currentLevelPrefix;
3170          * + data
3171          */
3172
3173         foreach (KeyValuePair kvp in this.photonViewList)
3174         {
3175             PhotonView view = kvp.Value;
3176
3177             if (view.synchronization != ViewSynchronization.Off)
3178             {
3179                 // Fetch all sending photonViews
3180                 if (view.isMine)
3181                 {
3182                     #if UNITY_2_6_1 || UNITY_2_6 || UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
3183                     if (!view.gameObject.active)
3184                     {
3185                         continue; // Only on actives
3186                     }
3187                     #else
3188                     if (!view.gameObject.activeInHierarchy)
3189                     {
3190                         continue; // Only on actives
3191                     }
3192                     #endif
3193
3194                     if (this.blockSendingGroups.Contains(view.group))
3195                     {
3196                         continue; // Block sending on this group
3197                     }
3198
3199                     // Run it trough its OnSerialize
3200                     Hashtable evData = this.OnSerializeWrite(view);
3201                     if (evData == null)
3202                     {
3203                         continue;
3204                     }
3205
3206                     if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed || view.mixedModeIsReliable)
3207                     {
3208                         if (!evData.ContainsKey((byte)1) && !evData.ContainsKey((byte)2))
3209                         {
3210                             // Everything has been removed by compression, nothing to send
3211                         }
3212                         else
3213                         {
3214                             if (!dataPerGroupReliable.ContainsKey(view.group))
3215                             {
3216                                 dataPerGroupReliable[view.group] = new Hashtable();
3217                                 dataPerGroupReliable[view.group][(byte)0] = this.ServerTimeInMilliSeconds;
3218                                 if (currentLevelPrefix >= 0)
3219                                 {
3220                                     dataPerGroupReliable[view.group][(byte)1] = this.currentLevelPrefix;
3221                                 }
3222                             }
3223                             Hashtable groupHashtable = dataPerGroupReliable[view.group];
3224                             groupHashtable.Add((short)groupHashtable.Count, evData);
3225                         }
3226                     }
3227                     else
3228                     {
3229                         if (!dataPerGroupUnreliable.ContainsKey(view.group))
3230                         {
3231                             dataPerGroupUnreliable[view.group] = new Hashtable();
3232                             dataPerGroupUnreliable[view.group][(byte)0] = this.ServerTimeInMilliSeconds;
3233                             if (currentLevelPrefix >= 0)
3234                             {
3235                                 dataPerGroupUnreliable[view.group][(byte)1] = this.currentLevelPrefix;
3236                             }
3237                         }
3238                         Hashtable groupHashtable = dataPerGroupUnreliable[view.group];
3239                         groupHashtable.Add((short)groupHashtable.Count, evData);
3240                     }
3241                 }
3242                 else
3243                 {
3244                     // Debug.Log(" NO OBS on " + view.name + " " + view.owner);
3245                 }
3246             }
3247             else
3248             {
3249             }
3250         }
3251
3252         //Send the messages: every group is send in it's own message and unreliable and reliable are split as well
3253         RaiseEventOptions options = new RaiseEventOptions();
3254
3255#if PHOTON_DEVELOP
3256         options.Receivers = ReceiverGroup.All;
3257#endif
3258
3259         foreach (KeyValuePair kvp in dataPerGroupReliable)
3260         {
3261             options.InterestGroup = (byte)kvp.Key;
3262             this.OpRaiseEvent(PunEvent.SendSerializeReliable, kvp.Value, true, options);
3263         }
3264         foreach (KeyValuePair kvp in dataPerGroupUnreliable)
3265         {
3266             options.InterestGroup = (byte)kvp.Key;
3267             this.OpRaiseEvent(PunEvent.SendSerialize, kvp.Value, false, options);
3268         }
3269     }
File name: PhotonNetwork.cs Copy
974     static PhotonNetwork()
975     {
976         #if UNITY_EDITOR
977         if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
978         {
979             //Debug.Log(string.Format("PhotonNetwork.ctor() Not playing {0} {1}", UnityEditor.EditorApplication.isPlaying, UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode));
980             return;
981         }
982
983         // This can happen when you recompile a script IN play made
984         // This helps to surpress some errors, but will not fix breaking
985         PhotonHandler[] photonHandlers = GameObject.FindObjectsOfType(typeof(PhotonHandler)) as PhotonHandler[];
986         if (photonHandlers != null && photonHandlers.Length > 0)
987         {
988             Debug.LogWarning("Unity recompiled. Connection gets closed and replaced. You can connect as 'new' client.");
989             foreach (PhotonHandler photonHandler in photonHandlers)
990             {
991                 //Debug.Log("Handler: " + photonHandler + " photonHandler.gameObject: " + photonHandler.gameObject);
992                 photonHandler.gameObject.hideFlags = 0;
993                 GameObject.DestroyImmediate(photonHandler.gameObject);
994                 Component.DestroyImmediate(photonHandler);
995             }
996         }
997         #endif
998
999         Application.runInBackground = true;
1000
1001         // Set up a MonoBehaviour to run Photon, and hide it
1002         GameObject photonGO = new GameObject();
1003         photonMono = (PhotonHandler)photonGO.AddComponent();
1004         photonGO.name = "PhotonMono";
1005         photonGO.hideFlags = HideFlags.HideInHierarchy;
1006
1007
1008         // Set up the NetworkingPeer and use protocol of PhotonServerSettings
1009         networkingPeer = new NetworkingPeer(photonMono, string.Empty, PhotonNetwork.PhotonServerSettings.Protocol);
1010
1011
1012         // Local player
1013         CustomTypes.Register();
1014     }

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