Instantiated
How do I use Instantiated
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: NetworkingPeer.cs
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459 private void LeftRoomCleanup()
460 {
461 bool wasInRoom = mRoomToGetInto != null;
462 // when leaving a room, we clean up depending on that room's settings.
463 bool autoCleanupSettingOfRoom = (this.mRoomToGetInto != null) ? this.mRoomToGetInto.autoCleanUp : PhotonNetwork.autoCleanUpPlayerObjects;
464
465 this.hasSwitchedMC = false;
466 this.mRoomToGetInto = null;
467 this.mActors = new Dictionary
468 this.mPlayerListCopy = new PhotonPlayer[0];
469 this.mOtherPlayerListCopy = new PhotonPlayer[0];
470 this.mMasterClient = null;
471 this.allowedReceivingGroups = new HashSet
472 this.blockSendingGroups = new HashSet
473 this.mGameList = new Dictionary
474 this.mGameListCopy = new RoomInfo[0];
475 this.isFetchingFriends = false;
476
477 this.ChangeLocalID(-1);
478
479 // Cleanup all network objects (all spawned PhotonViews, local and remote)
480 if (autoCleanupSettingOfRoom)
481 {
482 this.LocalCleanupAnythingInstantiated(true);
483 PhotonNetwork.manuallyAllocatedViewIds = new List
484 }
485
486 if (wasInRoom)
487 {
488 SendMonoMessage(PhotonNetworkingMessage.OnLeftRoom);
489 }
490 }
File name: NetworkingPeer.cs
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495 protected internal void LocalCleanupAnythingInstantiated(bool destroyInstantiatedGameObjects)
496 {
497 if (tempInstantiationData.Count > 0)
498 {
499 Debug.LogWarning("It seems some instantiation is not completed, as instantiation data is used. You should make sure instantiations are paused when calling this method. Cleaning now, despite this.");
500 }
501
502 // Destroy GO's (if we should)
503 if (destroyInstantiatedGameObjects)
504 {
505 // Fill list with Instantiated objects
506 HashSet
507 foreach (PhotonView view in this.photonViewList.Values)
508 {
509 if (view.isRuntimeInstantiated)
510 {
511 instantiatedGos.Add(view.gameObject); // HashSet keeps each object only once
512 }
513 }
514
515 foreach (GameObject go in instantiatedGos)
516 {
517 this.RemoveInstantiatedGO(go, true);
518 }
519 }
520
521 // photonViewList is cleared of anything instantiated (so scene items are left inside)
522 // any other lists can be
523 this.tempInstantiationData.Clear(); // should be empty but to be safe we clear (no new list needed)
524 PhotonNetwork.lastUsedViewSubId = 0;
525 PhotonNetwork.lastUsedViewSubIdStatic = 0;
526 }
File name: NetworkingPeer.cs
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1631 public void OnEvent(EventData photonEvent)
1632 {
1633 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1634 Debug.Log(string.Format("OnEvent: {0}", photonEvent.ToString()));
1635
1636 int actorNr = -1;
1637 PhotonPlayer originatingPlayer = null;
1638
1639 if (photonEvent.Parameters.ContainsKey(ParameterCode.ActorNr))
1640 {
1641 actorNr = (int)photonEvent[ParameterCode.ActorNr];
1642 if (this.mActors.ContainsKey(actorNr))
1643 {
1644 originatingPlayer = (PhotonPlayer)this.mActors[actorNr];
1645 }
1646 //else
1647 //{
1648 // // the actor sending this event is not in actorlist. this is usually no problem
1649 // if (photonEvent.Code != (byte)LiteOpCode.Join)
1650 // {
1651 // Debug.LogWarning("Received event, but we do not have this actor: " + actorNr);
1652 // }
1653 //}
1654 }
1655
1656 switch (photonEvent.Code)
1657 {
1658 case PunEvent.OwnershipRequest:
1659 {
1660 int[] requestValues = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
1661 int requestedViewId = requestValues[0];
1662 int currentOwner = requestValues[1];
1663 Debug.Log("Ev OwnershipRequest: " + photonEvent.Parameters.ToStringFull() + " ViewID: " + requestedViewId + " from: " + currentOwner + " Time: " + Environment.TickCount%1000);
1664
1665 PhotonView requestedView = PhotonView.Find(requestedViewId);
1666 if (requestedView == null)
1667 {
1668 Debug.LogWarning("Can't find PhotonView of incoming OwnershipRequest. ViewId not found: " + requestedViewId);
1669 break;
1670 }
1671
1672 Debug.Log("Ev OwnershipRequest PhotonView.ownershipTransfer: " + requestedView.ownershipTransfer + " .ownerId: " + requestedView.ownerId + " isOwnerActive: " + requestedView.isOwnerActive + ". This client's player: " + PhotonNetwork.player.ToStringFull());
1673
1674 switch (requestedView.ownershipTransfer)
1675 {
1676 case OwnershipOption.Fixed:
1677 Debug.LogWarning("Ownership mode == fixed. Ignoring request.");
1678 break;
1679 case OwnershipOption.Takeover:
1680 if (currentOwner == requestedView.ownerId)
1681 {
1682 // a takeover is successful automatically, if taken from current owner
1683 requestedView.ownerId = actorNr;
1684 }
1685 break;
1686 case OwnershipOption.Request:
1687 if (currentOwner == PhotonNetwork.player.ID || PhotonNetwork.player.isMasterClient)
1688 {
1689 if ((requestedView.ownerId == PhotonNetwork.player.ID) || (PhotonNetwork.player.isMasterClient && !requestedView.isOwnerActive))
1690 {
1691 SendMonoMessage(PhotonNetworkingMessage.OnOwnershipRequest, new object[] {requestedView, originatingPlayer});
1692 }
1693 }
1694 break;
1695 default:
1696 break;
1697 }
1698 }
1699 break;
1700
1701 case PunEvent.OwnershipTransfer:
1702 {
1703 int[] transferViewToUserID = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
1704 Debug.Log("Ev OwnershipTransfer. ViewID " + transferViewToUserID[0] + " to: " + transferViewToUserID[1] + " Time: " + Environment.TickCount%1000);
1705
1706 int requestedViewId = transferViewToUserID[0];
1707 int newOwnerId = transferViewToUserID[1];
1708
1709 PhotonView pv = PhotonView.Find(requestedViewId);
1710 pv.ownerId = newOwnerId;
1711
1712 break;
1713 }
1714 case EventCode.GameList:
1715 {
1716 this.mGameList = new Dictionary
1717 Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
1718 foreach (DictionaryEntry game in games)
1719 {
1720 string gameName = (string)game.Key;
1721 this.mGameList[gameName] = new RoomInfo(gameName, (Hashtable)game.Value);
1722 }
1723 mGameListCopy = new RoomInfo[mGameList.Count];
1724 mGameList.Values.CopyTo(mGameListCopy, 0);
1725 SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
1726 break;
1727 }
1728
1729 case EventCode.GameListUpdate:
1730 {
1731 Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
1732 foreach (DictionaryEntry room in games)
1733 {
1734 string gameName = (string)room.Key;
1735 RoomInfo game = new RoomInfo(gameName, (Hashtable)room.Value);
1736 if (game.removedFromList)
1737 {
1738 this.mGameList.Remove(gameName);
1739 }
1740 else
1741 {
1742 this.mGameList[gameName] = game;
1743 }
1744 }
1745 this.mGameListCopy = new RoomInfo[this.mGameList.Count];
1746 this.mGameList.Values.CopyTo(this.mGameListCopy, 0);
1747 SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
1748 break;
1749 }
1750
1751 case EventCode.QueueState:
1752 // not used anymore
1753 break;
1754
1755 case EventCode.AppStats:
1756 // Debug.LogInfo("Received stats!");
1757 this.mPlayersInRoomsCount = (int)photonEvent[ParameterCode.PeerCount];
1758 this.mPlayersOnMasterCount = (int)photonEvent[ParameterCode.MasterPeerCount];
1759 this.mGameCount = (int)photonEvent[ParameterCode.GameCount];
1760 break;
1761
1762 case EventCode.Join:
1763 // actorNr is fetched out of event above
1764 Hashtable actorProperties = (Hashtable)photonEvent[ParameterCode.PlayerProperties];
1765 if (originatingPlayer == null)
1766 {
1767 bool isLocal = this.mLocalActor.ID == actorNr;
1768 this.AddNewPlayer(actorNr, new PhotonPlayer(isLocal, actorNr, actorProperties));
1769 this.ResetPhotonViewsOnSerialize(); // This sets the correct OnSerializeState for Reliable OnSerialize
1770 }
1771
1772 if (actorNr == this.mLocalActor.ID)
1773 {
1774 // in this player's 'own' join event, we get a complete list of players in the room, so check if we know all players
1775 int[] actorsInRoom = (int[])photonEvent[ParameterCode.ActorList];
1776 foreach (int actorNrToCheck in actorsInRoom)
1777 {
1778 if (this.mLocalActor.ID != actorNrToCheck && !this.mActors.ContainsKey(actorNrToCheck))
1779 {
1780 this.AddNewPlayer(actorNrToCheck, new PhotonPlayer(false, actorNrToCheck, string.Empty));
1781 }
1782 }
1783
1784 // joinWithCreateOnDemand can turn an OpJoin into creating the room. Then actorNumber is 1 and callback: OnCreatedRoom()
1785 if (this.mLastJoinType == JoinType.JoinOrCreateOnDemand && this.mLocalActor.ID == 1)
1786 {
1787 SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
1788 }
1789 SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom); //Always send OnJoinedRoom
1790
1791 }
1792 else
1793 {
1794 SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerConnected, this.mActors[actorNr]);
1795 }
1796 break;
1797
1798 case EventCode.Leave:
1799 this.HandleEventLeave(actorNr);
1800 break;
1801
1802 case EventCode.PropertiesChanged:
1803 int targetActorNr = (int)photonEvent[ParameterCode.TargetActorNr];
1804 Hashtable gameProperties = null;
1805 Hashtable actorProps = null;
1806 if (targetActorNr == 0)
1807 {
1808 gameProperties = (Hashtable)photonEvent[ParameterCode.Properties];
1809 }
1810 else
1811 {
1812 actorProps = (Hashtable)photonEvent[ParameterCode.Properties];
1813 }
1814
1815 this.ReadoutProperties(gameProperties, actorProps, targetActorNr);
1816 break;
1817
1818 case PunEvent.RPC:
1819 //ts: each event now contains a single RPC. execute this
1820 // Debug.Log("Ev RPC from: " + originatingPlayer);
1821 this.ExecuteRPC(photonEvent[ParameterCode.Data] as Hashtable, originatingPlayer);
1822 break;
1823
1824 case PunEvent.SendSerialize:
1825 case PunEvent.SendSerializeReliable:
1826 Hashtable serializeData = (Hashtable)photonEvent[ParameterCode.Data];
1827 //Debug.Log(serializeData.ToStringFull());
1828
1829 int remoteUpdateServerTimestamp = (int)serializeData[(byte)0];
1830 short remoteLevelPrefix = -1;
1831 short initialDataIndex = 1;
1832 if (serializeData.ContainsKey((byte)1))
1833 {
1834 remoteLevelPrefix = (short)serializeData[(byte)1];
1835 initialDataIndex = 2;
1836 }
1837
1838 for (short s = initialDataIndex; s < serializeData.Count; s++)
1839 {
1840 this.OnSerializeRead(serializeData[s] as Hashtable, originatingPlayer, remoteUpdateServerTimestamp, remoteLevelPrefix);
1841 }
1842 break;
1843
1844 case PunEvent.Instantiation:
1845 this.DoInstantiate((Hashtable)photonEvent[ParameterCode.Data], originatingPlayer, null);
1846 break;
1847
1848 case PunEvent.CloseConnection:
1849 // MasterClient "requests" a disconnection from us
1850 if (originatingPlayer == null || !originatingPlayer.isMasterClient)
1851 {
1852 Debug.LogError("Error: Someone else(" + originatingPlayer + ") then the masterserver requests a disconnect!");
1853 }
1854 else
1855 {
1856 PhotonNetwork.LeaveRoom();
1857 }
1858
1859 break;
1860
1861 case PunEvent.DestroyPlayer:
1862 Hashtable evData = (Hashtable)photonEvent[ParameterCode.Data];
1863 int targetPlayerId = (int)evData[(byte)0];
1864 if (targetPlayerId >= 0)
1865 {
1866 this.DestroyPlayerObjects(targetPlayerId, true);
1867 }
1868 else
1869 {
1870 if (this.DebugOut >= DebugLevel.INFO) Debug.Log("Ev DestroyAll! By PlayerId: " + actorNr);
1871 this.DestroyAll(true);
1872 }
1873 break;
1874
1875 case PunEvent.Destroy:
1876 evData = (Hashtable)photonEvent[ParameterCode.Data];
1877 int instantiationId = (int)evData[(byte)0];
1878 // Debug.Log("Ev Destroy for viewId: " + instantiationId + " sent by owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == actorNr) + " this client is owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == this.mLocalActor.ID));
1879
1880
1881 PhotonView pvToDestroy = null;
1882 if (this.photonViewList.TryGetValue(instantiationId, out pvToDestroy))
1883 {
1884 this.RemoveInstantiatedGO(pvToDestroy.gameObject, true);
1885 }
1886 else
1887 {
1888 if (this.DebugOut >= DebugLevel.ERROR) Debug.LogError("Ev Destroy Failed. Could not find PhotonView with instantiationId " + instantiationId + ". Sent by actorNr: " + actorNr);
1889 }
1890
1891 break;
1892
1893 case PunEvent.AssignMaster:
1894 evData = (Hashtable)photonEvent[ParameterCode.Data];
1895 int newMaster = (int)evData[(byte)1];
1896 this.SetMasterClient(newMaster, false);
1897 break;
1898
1899 default:
1900 if (photonEvent.Code < 200 && PhotonNetwork.OnEventCall != null)
1901 {
1902 object content = photonEvent[ParameterCode.Data];
1903 PhotonNetwork.OnEventCall(photonEvent.Code, content, actorNr);
1904 }
1905 else
1906 {
1907 // actorNr might be null. it is fetched out of event on top of method
1908 // Hashtable eventContent = (Hashtable) photonEvent[ParameterCode.Data];
1909 // this.mListener.customEventAction(actorNr, eventCode, eventContent);
1910 Debug.LogError("Error. Unhandled event: " + photonEvent);
1911 }
1912 break;
1913 }
1914
1915 this.externalListener.OnEvent(photonEvent);
1916 }
File name: NetworkingPeer.cs
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2279 internal GameObject DoInstantiate(Hashtable evData, PhotonPlayer photonPlayer, GameObject resourceGameObject)
2280 {
2281 // some values always present:
2282 string prefabName = (string)evData[(byte)0];
2283 int serverTime = (int)evData[(byte)6];
2284 int instantiationId = (int)evData[(byte)7];
2285
2286 Vector3 position;
2287 if (evData.ContainsKey((byte)1))
2288 {
2289 position = (Vector3)evData[(byte)1];
2290 }
2291 else
2292 {
2293 position = Vector3.zero;
2294 }
2295
2296 Quaternion rotation = Quaternion.identity;
2297 if (evData.ContainsKey((byte)2))
2298 {
2299 rotation = (Quaternion)evData[(byte)2];
2300 }
2301
2302 int group = 0;
2303 if (evData.ContainsKey((byte)3))
2304 {
2305 group = (int)evData[(byte)3];
2306 }
2307
2308 short objLevelPrefix = 0;
2309 if (evData.ContainsKey((byte)8))
2310 {
2311 objLevelPrefix = (short)evData[(byte)8];
2312 }
2313
2314 int[] viewsIDs;
2315 if (evData.ContainsKey((byte)4))
2316 {
2317 viewsIDs = (int[])evData[(byte)4];
2318 }
2319 else
2320 {
2321 viewsIDs = new int[1] { instantiationId };
2322 }
2323
2324 object[] incomingInstantiationData;
2325 if (evData.ContainsKey((byte)5))
2326 {
2327 incomingInstantiationData = (object[])evData[(byte)5];
2328 }
2329 else
2330 {
2331 incomingInstantiationData = null;
2332 }
2333
2334 // SetReceiving filtering
2335 if (group != 0 && !this.allowedReceivingGroups.Contains(group))
2336 {
2337 return null; // Ignore group
2338 }
2339
2340 // load prefab, if it wasn't loaded before (calling methods might do this)
2341 if (resourceGameObject == null)
2342 {
2343 if (!NetworkingPeer.UsePrefabCache || !NetworkingPeer.PrefabCache.TryGetValue(prefabName, out resourceGameObject))
2344 {
2345 resourceGameObject = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2346 if (NetworkingPeer.UsePrefabCache)
2347 {
2348 NetworkingPeer.PrefabCache.Add(prefabName, resourceGameObject);
2349 }
2350 }
2351
2352 if (resourceGameObject == null)
2353 {
2354 Debug.LogError("PhotonNetwork error: Could not Instantiate the prefab [" + prefabName + "]. Please verify you have this gameobject in a Resources folder.");
2355 return null;
2356 }
2357 }
2358
2359 // now modify the loaded "blueprint" object before it becomes a part of the scene (by instantiating it)
2360 PhotonView[] resourcePVs = resourceGameObject.GetPhotonViewsInChildren();
2361 if (resourcePVs.Length != viewsIDs.Length)
2362 {
2363 throw new Exception("Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.");
2364 }
2365
2366 for (int i = 0; i < viewsIDs.Length; i++)
2367 {
2368 // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2369 // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2370 resourcePVs[i].viewID = viewsIDs[i];
2371 resourcePVs[i].prefix = objLevelPrefix;
2372 resourcePVs[i].instantiationId = instantiationId;
2373 resourcePVs[i].isRuntimeInstantiated = true;
2374 }
2375
2376 this.StoreInstantiationData(instantiationId, incomingInstantiationData);
2377
2378 // load the resource and set it's values before instantiating it:
2379 GameObject go = (GameObject)GameObject.Instantiate(resourceGameObject, position, rotation);
2380
2381 for (int i = 0; i < viewsIDs.Length; i++)
2382 {
2383 // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2384 // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2385 resourcePVs[i].viewID = 0;
2386 resourcePVs[i].prefix = -1;
2387 resourcePVs[i].prefixBackup = -1;
2388 resourcePVs[i].instantiationId = -1;
2389 resourcePVs[i].isRuntimeInstantiated = false;
2390 }
2391
2392 this.RemoveInstantiationData(instantiationId);
2393
2394 // Send OnPhotonInstantiate callback to newly created GO.
2395 // GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
2396 go.SendMessage(PhotonNetworkingMessage.OnPhotonInstantiate.ToString(), new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
2397 return go;
2398 }
File name: NetworkingPeer.cs
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2430 public void DestroyPlayerObjects(int playerId, bool localOnly)
2431 {
2432 if (playerId <= 0)
2433 {
2434 Debug.LogError("Failed to Destroy objects of playerId: " + playerId);
2435 return;
2436 }
2437
2438 if (!localOnly)
2439 {
2440 // clean server's Instantiate and RPC buffers
2441 this.OpRemoveFromServerInstantiationsOfPlayer(playerId);
2442 this.OpCleanRpcBuffer(playerId);
2443
2444 // send Destroy(player) to anyone else
2445 this.SendDestroyOfPlayer(playerId);
2446 }
2447
2448 // locally cleaning up that player's objects
2449 HashSet
2450 foreach (PhotonView view in this.photonViewList.Values)
2451 {
2452 if (view.CreatorActorNr == playerId)
2453 {
2454 playersGameObjects.Add(view.gameObject);
2455 }
2456 }
2457
2458 // any non-local work is already done, so with the list of that player's objects, we can clean up (locally only)
2459 foreach (GameObject gameObject in playersGameObjects)
2460 {
2461 this.RemoveInstantiatedGO(gameObject, true);
2462 }
2463
2464 // with ownership transfer, some objects might lose their owner.
2465 // in that case, the creator becomes the owner again. every client can apply this. done below.
2466 foreach (PhotonView view in this.photonViewList.Values)
2467 {
2468 if (view.ownerId == playerId)
2469 {
2470 view.ownerId = view.CreatorActorNr;
2471 //Debug.Log("Creator is: " + view.ownerId);
2472 }
2473 }
2474 }
File name: NetworkingPeer.cs
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2476 public void DestroyAll(bool localOnly)
2477 {
2478 if (!localOnly)
2479 {
2480 this.OpRemoveCompleteCache();
2481 this.SendDestroyOfAll();
2482 }
2483
2484 this.LocalCleanupAnythingInstantiated(true);
2485 }
File name: NetworkingPeer.cs
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2493 protected internal void RemoveInstantiatedGO(GameObject go, bool localOnly)
2494 {
2495 if (go == null)
2496 {
2497 Debug.LogError("Failed to 'network-remove' GameObject because it's null.");
2498 return;
2499 }
2500
2501 // Don't remove the GO if it doesn't have any PhotonView
2502 PhotonView[] views = go.GetComponentsInChildren
2503 if (views == null || views.Length <= 0)
2504 {
2505 Debug.LogError("Failed to 'network-remove' GameObject because has no PhotonView components: " + go);
2506 return;
2507 }
2508
2509 PhotonView viewZero = views[0];
2510 int creatorId = viewZero.CreatorActorNr; // creatorId of obj is needed to delete EvInstantiate (only if it's from that user)
2511 int instantiationId = viewZero.instantiationId; // actual, live InstantiationIds start with 1 and go up
2512
2513 // Don't remove GOs that are owned by others (unless this is the master and the remote player left)
2514 if (!localOnly)
2515 {
2516 if (!viewZero.isMine)
2517 {
2518 Debug.LogError("Failed to 'network-remove' GameObject. Client is neither owner nor masterClient taking over for owner who left: " + viewZero);
2519 return;
2520 }
2521
2522 // Don't remove the Instantiation from the server, if it doesn't have a proper ID
2523 if (instantiationId < 1)
2524 {
2525 Debug.LogError("Failed to 'network-remove' GameObject because it is missing a valid InstantiationId on view: " + viewZero + ". Not Destroying GameObject or PhotonViews!");
2526 return;
2527 }
2528 }
2529
2530
2531 // cleanup instantiation (event and local list)
2532 if (!localOnly)
2533 {
2534 this.ServerCleanInstantiateAndDestroy(instantiationId, creatorId, viewZero.isRuntimeInstantiated); // server cleaning
2535 }
2536
2537
2538 // cleanup PhotonViews and their RPCs events (if not localOnly)
2539 for (int j = views.Length - 1; j >= 0; j--)
2540 {
2541 PhotonView view = views[j];
2542 if (view == null)
2543 {
2544 continue;
2545 }
2546
2547 // we only destroy/clean PhotonViews that were created by PhotonNetwork.Instantiate (and those have an instantiationId!)
2548 if (view.instantiationId >= 1)
2549 {
2550 this.LocalCleanPhotonView(view);
2551 }
2552 if (!localOnly)
2553 {
2554 this.OpCleanRpcBuffer(view);
2555 }
2556 }
2557
2558 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
2559 Debug.Log("Network destroy Instantiated GO: " + go.name);
2560
2561 GameObject.Destroy(go);
2562 }
File name: NetworkingPeer.cs
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2567 public int GetInstantiatedObjectsId(GameObject go)
2568 {
2569 int id = -1;
2570 if (go == null)
2571 {
2572 Debug.LogError("GetInstantiatedObjectsId() for GO == null.");
2573 return id;
2574 }
2575
2576 PhotonView[] pvs = go.GetPhotonViewsInChildren();
2577 if (pvs != null && pvs.Length > 0 && pvs[0] != null)
2578 {
2579 return pvs[0].instantiationId;
2580 }
2581
2582 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
2583 UnityEngine.Debug.Log("GetInstantiatedObjectsId failed for GO: " + go);
2584
2585
2586 return id;
2587 }
File name: NetworkingPeer.cs
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2592 private void ServerCleanInstantiateAndDestroy(int instantiateId, int creatorId, bool isRuntimeInstantiated)
2593 {
2594 Hashtable removeFilter = new Hashtable();
2595 removeFilter[(byte)7] = instantiateId;
2596
2597 RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { creatorId } };
2598 this.OpRaiseEvent(PunEvent.Instantiation, removeFilter, true, options);
2599 //this.OpRaiseEvent(PunEvent.Instantiation, removeFilter, true, 0, new int[] { actorNr }, EventCaching.RemoveFromRoomCache);
2600
2601 Hashtable evData = new Hashtable();
2602 evData[(byte)0] = instantiateId;
2603 options = null;
2604 if (!isRuntimeInstantiated)
2605 {
2606 // if the view got loaded with the scene, the EvDestroy must be cached (there is no Instantiate-msg which we can remove)
2607 // reason: joining players will load the obj and have to destroy it (too)
2608 options = new RaiseEventOptions();
2609 options.CachingOption = EventCaching.AddToRoomCacheGlobal;
2610 Debug.Log("Destroying GO as global. ID: " + instantiateId);
2611 }
2612 this.OpRaiseEvent(PunEvent.Destroy, evData, true, options);
2613 }
File name: NetworkingPeer.cs
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2688 public void RegisterPhotonView(PhotonView netView)
2689 {
2690 if (!Application.isPlaying)
2691 {
2692 this.photonViewList = new Dictionary
2693 return;
2694 }
2695
2696 if (netView.viewID == 0)
2697 {
2698 // don't register views with ID 0 (not initialized). they register when a ID is assigned later on
2699 Debug.Log("PhotonView register is ignored, because viewID is 0. No id assigned yet to: " + netView);
2700 return;
2701 }
2702
2703 if (this.photonViewList.ContainsKey(netView.viewID))
2704 {
2705 // if some other view is in the list already, we got a problem. it might be undestructible. print out error
2706 if (netView != photonViewList[netView.viewID])
2707 {
2708 Debug.LogError(string.Format("PhotonView ID duplicate found: {0}. New: {1} old: {2}. Maybe one wasn't destroyed on scene load?! Check for 'DontDestroyOnLoad'. Destroying old entry, adding new.", netView.viewID, netView, photonViewList[netView.viewID]));
2709 }
2710
2711 //this.photonViewList.Remove(netView.viewID); // TODO check if we chould Destroy the GO of this view?!
2712 this.RemoveInstantiatedGO(photonViewList[netView.viewID].gameObject, true);
2713 }
2714
2715 // Debug.Log("adding view to known list: " + netView);
2716 this.photonViewList.Add(netView.viewID, netView);
2717 //Debug.LogError("view being added. " + netView); // Exit Games internal log
2718
2719 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
2720 Debug.Log("Registered PhotonView: " + netView.viewID);
2721 }
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