MaxPlayers
How do I use Max Players
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: IELdemo.cs
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27 // This is one of the callback/event methods called by PUN (read more in PhotonNetworkingMessage enumeration)
28 public void OnPhotonRandomJoinFailed()
29 {
30 PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);
31 }
File name: WorkerMenu.cs
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65 public void OnGUI()
66 {
67 if (this.Skin != null)
68 {
69 GUI.skin = this.Skin;
70 }
71
72 if (!PhotonNetwork.connected)
73 {
74 if (PhotonNetwork.connecting)
75 {
76 GUILayout.Label("Connecting to: " + PhotonNetwork.ServerAddress);
77 }
78 else
79 {
80 GUILayout.Label("Not connected. Check console output. Detailed connection state: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.ServerAddress);
81 }
82
83 if (this.connectFailed)
84 {
85 GUILayout.Label("Connection failed. Check setup and use Setup Wizard to fix configuration.");
86 GUILayout.Label(String.Format("Server: {0}", new object[] {PhotonNetwork.ServerAddress}));
87 GUILayout.Label("AppId: " + PhotonNetwork.PhotonServerSettings.AppID);
88
89 if (GUILayout.Button("Try Again", GUILayout.Width(100)))
90 {
91 this.connectFailed = false;
92 PhotonNetwork.ConnectUsingSettings("0.9");
93 }
94 }
95
96 return;
97 }
98
99 Rect content = new Rect((Screen.width - WidthAndHeight.x)/2, (Screen.height - WidthAndHeight.y)/2, WidthAndHeight.x, WidthAndHeight.y);
100 GUI.Box(content,"Join or Create Room");
101 GUILayout.BeginArea(content);
102
103 GUILayout.Space(40);
104
105 // Player name
106 GUILayout.BeginHorizontal();
107 GUILayout.Label("Player name:", GUILayout.Width(150));
108 PhotonNetwork.playerName = GUILayout.TextField(PhotonNetwork.playerName);
109 GUILayout.Space(158);
110 if (GUI.changed)
111 {
112 // Save name
113 PlayerPrefs.SetString("playerName", PhotonNetwork.playerName);
114 }
115 GUILayout.EndHorizontal();
116
117 GUILayout.Space(15);
118
119 // Join room by title
120 GUILayout.BeginHorizontal();
121 GUILayout.Label("Roomname:", GUILayout.Width(150));
122 this.roomName = GUILayout.TextField(this.roomName);
123
124 if (GUILayout.Button("Create Room", GUILayout.Width(150)))
125 {
126 PhotonNetwork.CreateRoom(this.roomName, new RoomOptions() { maxPlayers = 10 }, null);
127 }
128
129 GUILayout.EndHorizontal();
130
131 // Create a room (fails if exist!)
132 GUILayout.BeginHorizontal();
133 GUILayout.FlexibleSpace();
134 //this.roomName = GUILayout.TextField(this.roomName);
135 if (GUILayout.Button("Join Room", GUILayout.Width(150)))
136 {
137 PhotonNetwork.JoinRoom(this.roomName);
138 }
139
140 GUILayout.EndHorizontal();
141
142
143 if (!string.IsNullOrEmpty(this.ErrorDialog))
144 {
145 GUILayout.Label(this.ErrorDialog);
146
147 if (timeToClearDialog < Time.time)
148 {
149 timeToClearDialog = 0;
150 this.ErrorDialog = "";
151 }
152 }
153
154 GUILayout.Space(15);
155
156 // Join random room
157 GUILayout.BeginHorizontal();
158
159 GUILayout.Label(PhotonNetwork.countOfPlayers + " users are online in " + PhotonNetwork.countOfRooms + " rooms.");
160 GUILayout.FlexibleSpace();
161 if (GUILayout.Button("Join Random", GUILayout.Width(150)))
162 {
163 PhotonNetwork.JoinRandomRoom();
164 }
165
166
167 GUILayout.EndHorizontal();
168
169 GUILayout.Space(15);
170 if (PhotonNetwork.GetRoomList().Length == 0)
171 {
172 GUILayout.Label("Currently no games are available.");
173 GUILayout.Label("Rooms will be listed here, when they become available.");
174 }
175 else
176 {
177 GUILayout.Label(PhotonNetwork.GetRoomList().Length + " rooms available:");
178
179 // Room listing: simply call GetRoomList: no need to fetch/poll whatever!
180 this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
181 foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList())
182 {
183 GUILayout.BeginHorizontal();
184 GUILayout.Label(roomInfo.name + " " + roomInfo.playerCount + "/" + roomInfo.maxPlayers);
185 if (GUILayout.Button("Join", GUILayout.Width(150)))
186 {
187 PhotonNetwork.JoinRoom(roomInfo.name);
188 }
189
190 GUILayout.EndHorizontal();
191 }
192
193 GUILayout.EndScrollView();
194 }
195
196 GUILayout.EndArea();
197 }
File name: LoadbalancingPeer.cs
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86 public virtual bool OpCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby, Hashtable playerProperties, bool onGameServer)
87 {
88 if (this.DebugOut >= DebugLevel.INFO)
89 {
90 this.Listener.DebugReturn(DebugLevel.INFO, "OpCreateRoom()");
91 }
92
93 Dictionary
94
95 if (!string.IsNullOrEmpty(roomName))
96 {
97 op[ParameterCode.RoomName] = roomName;
98 }
99 if (lobby != null)
100 {
101 op[ParameterCode.LobbyName] = lobby.Name;
102 op[ParameterCode.LobbyType] = (byte)lobby.Type;
103 }
104
105 if (onGameServer)
106 {
107 if (playerProperties != null && playerProperties.Count > 0)
108 {
109 op[ParameterCode.PlayerProperties] = playerProperties;
110 op[ParameterCode.Broadcast] = true; // TODO: check if this also makes sense when creating a room?! // broadcast actor properties
111 }
112
113
114 if (roomOptions == null)
115 {
116 roomOptions = new RoomOptions();
117 }
118
119 Hashtable gameProperties = new Hashtable();
120 op[ParameterCode.GameProperties] = gameProperties;
121 gameProperties.MergeStringKeys(roomOptions.customRoomProperties);
122
123 gameProperties[GameProperties.IsOpen] = roomOptions.isOpen; // TODO: check default value. dont send this then
124 gameProperties[GameProperties.IsVisible] = roomOptions.isVisible; // TODO: check default value. dont send this then
125 gameProperties[GameProperties.PropsListedInLobby] = roomOptions.customRoomPropertiesForLobby;
126 if (roomOptions.maxPlayers > 0)
127 {
128 gameProperties[GameProperties.MaxPlayers] = roomOptions.maxPlayers;
129 }
130 if (roomOptions.cleanupCacheOnLeave)
131 {
132 op[ParameterCode.CleanupCacheOnLeave] = true; // this is actually setting the room's config
133 gameProperties[GameProperties.CleanupCacheOnLeave] = true; // this is only informational for the clients which join
134 }
135 }
136
137 // UnityEngine.Debug.Log("CreateGame: " + SupportClass.DictionaryToString(op));
138 return this.OpCustom(OperationCode.CreateGame, op, true);
139 }
File name: LoadbalancingPeer.cs
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143 public virtual bool OpJoinRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby, bool createIfNotExists, Hashtable playerProperties, bool onGameServer)
144 {
145 Dictionary
146
147 if (!string.IsNullOrEmpty(roomName))
148 {
149 op[ParameterCode.RoomName] = roomName;
150 }
151 if (createIfNotExists)
152 {
153 op[ParameterCode.CreateIfNotExists] = true;
154 if (lobby != null)
155 {
156 op[ParameterCode.LobbyName] = lobby.Name;
157 op[ParameterCode.LobbyType] = (byte)lobby.Type;
158 }
159 }
160
161 if (onGameServer)
162 {
163 if (playerProperties != null && playerProperties.Count > 0)
164 {
165 op[ParameterCode.PlayerProperties] = playerProperties;
166 op[ParameterCode.Broadcast] = true; // broadcast actor properties
167 }
168
169
170 if (createIfNotExists)
171 {
172 if (roomOptions == null)
173 {
174 roomOptions = new RoomOptions();
175 }
176
177 Hashtable gameProperties = new Hashtable();
178 op[ParameterCode.GameProperties] = gameProperties;
179 gameProperties.MergeStringKeys(roomOptions.customRoomProperties);
180
181 gameProperties[GameProperties.IsOpen] = roomOptions.isOpen;
182 gameProperties[GameProperties.IsVisible] = roomOptions.isVisible;
183 gameProperties[GameProperties.PropsListedInLobby] = roomOptions.customRoomPropertiesForLobby;
184 if (roomOptions.maxPlayers > 0)
185 {
186 gameProperties[GameProperties.MaxPlayers] = roomOptions.maxPlayers;
187 }
188 if (roomOptions.cleanupCacheOnLeave)
189 {
190 op[ParameterCode.CleanupCacheOnLeave] = true; // this is actually setting the room's config
191 gameProperties[GameProperties.CleanupCacheOnLeave] = true; // this is only informational for the clients which join
192 }
193 }
194 }
195
196 // UnityEngine.Debug.Log("JoinGame: " + SupportClass.DictionaryToString(op));
197 return this.OpCustom(OperationCode.JoinGame, op, true);
198 }
File name: LoadbalancingPeer.cs
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212 public virtual bool OpJoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, Hashtable playerProperties, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter)
213 {
214 if (this.DebugOut >= DebugLevel.INFO)
215 {
216 this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinRandomRoom()");
217 }
218
219 Hashtable expectedRoomProperties = new Hashtable();
220 expectedRoomProperties.MergeStringKeys(expectedCustomRoomProperties);
221 if (expectedMaxPlayers > 0)
222 {
223 expectedRoomProperties[GameProperties.MaxPlayers] = expectedMaxPlayers;
224 }
225
226 Dictionary
227 if (expectedRoomProperties.Count > 0)
228 {
229 opParameters[ParameterCode.GameProperties] = expectedRoomProperties;
230 }
231
232 if (playerProperties != null && playerProperties.Count > 0)
233 {
234 opParameters[ParameterCode.PlayerProperties] = playerProperties;
235 }
236
237 if (matchingType != MatchmakingMode.FillRoom)
238 {
239 opParameters[ParameterCode.MatchMakingType] = (byte)matchingType;
240 }
241
242 if (typedLobby != null)
243 {
244 opParameters[ParameterCode.LobbyName] = typedLobby.Name;
245 opParameters[ParameterCode.LobbyType] = (byte)typedLobby.Type;
246 }
247
248 if (!string.IsNullOrEmpty(sqlLobbyFilter))
249 {
250 opParameters[ParameterCode.Data] = sqlLobbyFilter;
251 }
252
253 // UnityEngine.Debug.LogWarning("OpJoinRandom: " + opParameters.ToStringFull());
254 return this.OpCustom(OperationCode.JoinRandomGame, opParameters, true);
255 }
File name: NetworkingPeer.cs
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968 public override bool OpJoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, Hashtable playerProperties, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter)
969 {
970 this.mRoomToGetInto = new Room(null, null);
971 this.mRoomToEnterLobby = null; // join random never stores the lobby. the following join will not affect the room lobby
972 // if typedLobby is null, the server will automatically use the active lobby or default, which is what we want anyways
973
974 this.mLastJoinType = JoinType.JoinRandomGame;
975 return base.OpJoinRandomRoom(expectedCustomRoomProperties, expectedMaxPlayers, playerProperties, matchingType, typedLobby, sqlLobbyFilter);
976 }
File name: PhotonNetwork.cs
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498 {
499 get
500 {
501 if (room == null)
502 {
503 return 0;
504 }
505
506 return (int)room.maxPlayers;
507 }
508
509 set
510 {
511 room.maxPlayers = value;
512 }
513 }
File name: PhotonNetwork.cs
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1368 public static bool CreateRoom(string roomName, bool isVisible, bool isOpen, int maxPlayers)
1369 {
1370 RoomOptions roomOptions = new RoomOptions();
1371 roomOptions.isVisible = isVisible;
1372 roomOptions.isOpen = isOpen;
1373 roomOptions.maxPlayers = maxPlayers;
1374
1375 return CreateRoom(roomName, roomOptions, null);
1376 }
File name: PhotonNetwork.cs
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1399 public static bool CreateRoom(string roomName, bool isVisible, bool isOpen, int maxPlayers, Hashtable customRoomProperties, string[] propsToListInLobby)
1400 {
1401 RoomOptions roomOptions = new RoomOptions();
1402 roomOptions.isVisible = isVisible;
1403 roomOptions.isOpen = isOpen;
1404 roomOptions.maxPlayers = maxPlayers;
1405 roomOptions.customRoomProperties = customRoomProperties;
1406 roomOptions.customRoomPropertiesForLobby = propsToListInLobby;
1407
1408 return CreateRoom(roomName, roomOptions, null);
1409 }
File name: PhotonNetwork.cs
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1665 /// This method looks up a room in the currently active lobby or (if no lobby is joined)
1673 public static bool JoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers)
1674 {
1675 return JoinRandomRoom(expectedCustomRoomProperties, expectedMaxPlayers, MatchmakingMode.FillRoom, null, null);
1676 }
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