OnPhotonInstantiate
How do I use On Photon Instantiate
Below are practical examples compiled from projects for learning and reference purposes
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File name: WorkerInGame.cs
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74 public void OnPhotonInstantiate(PhotonMessageInfo info)
75 {
76 Debug.Log("OnPhotonInstantiate " + info.sender); // you could use this info to store this or react
77 }
File name: PhotonConverter.cs
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189 static void ConvertToPhotonAPI(string file)
190 {
191 string text = File.ReadAllText(file);
192
193 bool isJS = file.Contains(".js");
194
195 file = file.Replace("\\", "/"); // Get Class name for JS
196 string className = file.Substring(file.LastIndexOf("/")+1);
197 className = className.Substring(0, className.IndexOf("."));
198
199
200 //REGEXP STUFF
201 //Valid are: Space { } , /n /r
202 //string NOT_VAR = @"([^A-Za-z0-9_\[\]\.]+)";
203 string NOT_VAR_WITH_DOT = @"([^A-Za-z0-9_]+)";
204
205 //string VAR_NONARRAY = @"[^A-Za-z0-9_]";
206
207
208 //NetworkView
209 {
210 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkView" + NOT_VAR_WITH_DOT, "$1PhotonView$2");
211 text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
212 text = PregReplace(text, NOT_VAR_WITH_DOT + "stateSynchronization" + NOT_VAR_WITH_DOT, "$1synchronization$2");
213 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkStateSynchronization" + NOT_VAR_WITH_DOT, "$1ViewSynchronization$2"); // map Unity enum to ours
214 //.RPC
215 text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode.Server" + NOT_VAR_WITH_DOT, "$1PhotonTargets.MasterClient$2");
216 text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode" + NOT_VAR_WITH_DOT, "$1PhotonTargets$2");
217 }
218
219 //NetworkMessageInfo: 100%
220 {
221 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkMessageInfo" + NOT_VAR_WITH_DOT, "$1PhotonMessageInfo$2");
222 text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
223 }
224
225 //NetworkViewID:
226 {
227 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkViewID" + NOT_VAR_WITH_DOT, "$1int$2"); //We simply use an int
228 }
229
230 //NetworkPlayer
231 {
232 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPlayer" + NOT_VAR_WITH_DOT, "$1PhotonPlayer$2");
233 }
234
235 //Network
236 {
237 //Monobehaviour callbacks
238 {
239 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerConnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerConnected$2");
240 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerDisconnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerDisconnected$2");
241 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnNetworkInstantiate" + NOT_VAR_WITH_DOT, "$1OnPhotonInstantiate$2");
242 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnSerializeNetworkView" + NOT_VAR_WITH_DOT, "$1OnPhotonSerializeView$2");
243 text = PregReplace(text, NOT_VAR_WITH_DOT + "BitStream" + NOT_VAR_WITH_DOT, "$1PhotonStream$2");
244
245 //Not completely the same meaning
246 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnServerInitialized" + NOT_VAR_WITH_DOT, "$1OnCreatedRoom$2");
247 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnConnectedToServer" + NOT_VAR_WITH_DOT, "$1OnJoinedRoom$2");
248
249 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnectToMasterServer" + NOT_VAR_WITH_DOT, "$1OnFailedToConnectToPhoton$2");
250 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnect" + NOT_VAR_WITH_DOT, "$1OnFailedToConnect_OBSELETE$2");
251 }
252
253 //Variables
254 {
255
256 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.connections" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList$2");
257 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
258 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isClient" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
259
260 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPeerType" + NOT_VAR_WITH_DOT, "$1ConnectionState$2");
261 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.peerType" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.connectionState$2");
262 text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Server" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
263 text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Client" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
264 text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.playerList.Length" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList.Count$2");
265
266 /*DROPPED:
267 minimumAllocatableViewIDs
268 natFacilitatorIP is dropped
269 natFacilitatorPort is dropped
270 connectionTesterIP
271 connectionTesterPort
272 proxyIP
273 proxyPort
274 useProxy
275 proxyPassword
276 */
277 }
278
279 //Methods
280 {
281 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.InitializeServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.CreateRoom$2");
282 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.Connect" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.JoinRoom$2");
283 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetAveragePing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
284 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetLastPing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
285 /*DROPPED:
286 TestConnection
287 TestConnectionNAT
288 HavePublicAddress
289 */
290 }
291
292 //Overall
293 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network" + NOT_VAR_WITH_DOT, "$1PhotonNetwork$2");
294
295
296 //Changed methods
297 string ignoreMe = @"([A-Za-z0-9_\[\]\(\) ]+)";
298
299 text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.GetPing\\(" + ignoreMe+"\\);", "$1PhotonNetwork.GetPing();");
300 text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.CloseConnection\\(" + ignoreMe+","+ignoreMe+"\\);", "$1PhotonNetwork.CloseConnection($2);");
301
302 }
303
304 //General
305 {
306 if (text.Contains("Photon")) //Only use the PhotonMonoBehaviour if we use photonView and friends.
307 {
308 if (isJS)//JS
309 {
310 if (text.Contains("extends MonoBehaviour"))
311 text = PregReplace(text, "extends MonoBehaviour", "extends Photon.MonoBehaviour");
312 else
313 text = "class " + className + " extends Photon.MonoBehaviour {\n" + text + "\n}";
314 }
315 else //C#
316 text = PregReplace(text, ": MonoBehaviour", ": Photon.MonoBehaviour");
317 }
318 }
319
320 File.WriteAllText(file, text);
321 }
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: PhotonClasses.cs
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543 public virtual void OnPhotonInstantiate(PhotonMessageInfo info)
544 {
545 }
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