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

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File name: JumpAndRunMovement.cs Copy
52     void UpdateJumping()
53     {
54         if( Input.GetKey( KeyCode.Space ) == true && m_IsGrounded == true )
55         {
56             m_Animator.SetTrigger( "IsJumping" );
57             m_Body.AddForce( Vector2.up * JumpForce );
58             m_PhotonView.RPC( "DoJump", PhotonTargets.Others );
59         }
60     }
File name: DemoOwnershipGui.cs Copy
23     public void OnGUI()
24     {
25         GUI.skin = this.Skin;
26         GUILayout.BeginArea(new Rect(Screen.width - 200, 0, 200, Screen.height));
27         {
28             string label = TransferOwnershipOnRequest ? "passing objects" : "rejecting to pass";
29             if (GUILayout.Button(label))
30             {
31                 this.TransferOwnershipOnRequest = !this.TransferOwnershipOnRequest;
32             }
33         }
34         GUILayout.EndArea();
35
36
37
38         if (PhotonNetwork.inRoom)
39         {
40             int playerNr = PhotonNetwork.player.ID;
41             string playerIsMaster = PhotonNetwork.player.isMasterClient ? "(master) " : "";
42             string playerColor = PlayerVariables.GetColorName(PhotonNetwork.player.ID);
43             GUILayout.Label(string.Format("player {0}, {1} {2}(you)", playerNr, playerColor, playerIsMaster));
44
45             foreach (PhotonPlayer otherPlayer in PhotonNetwork.otherPlayers)
46             {
47                 playerNr = otherPlayer.ID;
48                 playerIsMaster = otherPlayer.isMasterClient ? "(master)" : "";
49                 playerColor = PlayerVariables.GetColorName(otherPlayer.ID);
50                 GUILayout.Label(string.Format("player {0}, {1} {2}", playerNr, playerColor, playerIsMaster));
51             }
52
53             if (PhotonNetwork.inRoom && PhotonNetwork.otherPlayers.Length == 0)
54             {
55                 GUILayout.Label("Join more clients to switch object-control.");
56             }
57         }
58         else
59         {
60             GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
61         }
62     }
File name: GUIFriendsInRoom.cs Copy
15     public void OnGUI()
16     {
17         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
18         {
19             return;
20         }
21
22         GUILayout.BeginArea(GuiRect);
23
24         GUILayout.Label("In-Game");
25         GUILayout.Label("For simplicity, this demo just shows the players in this room. The list will expand when more join.");
26         GUILayout.Label("Your (random) name: " + PhotonNetwork.playerName);
27         GUILayout.Label(PhotonNetwork.playerList.Length + " players in this room.");
28         GUILayout.Label("The others are:");
29         foreach (PhotonPlayer player in PhotonNetwork.otherPlayers)
30         {
31             GUILayout.Label(player.ToString());
32         }
33
34         if (GUILayout.Button("Leave"))
35         {
36             PhotonNetwork.LeaveRoom();
37         }
38         GUILayout.EndArea();
39     }
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: OnCollideSwitchTeam.cs Copy
9     public void OnTriggerEnter(Collider other)
10     {
11         // it's ridiculously easy to switch teams. you only have to make sure you do it for your own characters
12         // (this trigger is called on all clients, when a user's character enters the trigger...)
13
14         // find a PhotonView and check if the character "isMine". Only then, set this client's player-team.
15         PhotonView otherPv = other.GetComponent();
16         if (otherPv != null && otherPv.isMine)
17         {
18             PhotonNetwork.player.SetTeam(this.TeamToSwitchTo);
19         }
20     }
File name: PickupTriggerForward.cs Copy
14     public void OnTriggerEnter(Collider other)
15     {
16         PickupItem parentPickupItem = this.transform.parent.GetComponent();
17         if (parentPickupItem != null)
18         {
19            parentPickupItem.OnTriggerEnter(other);
20         }
21
22         // by enabling this log, you can see that more triggers are forwarded than necessary.
23         // collisions with any collider will trigger, which is not perfect but OK in the demo.
24         //Debug.Log("Triggered. Called parent: " + ((parentPickupItem != null)));
25     }
File name: IELdemo.cs Copy
59     public void OnGUI()
60     {
61         GUILayout.Space(10);
62         if (PhotonNetwork.isMasterClient)
63         {
64             GUILayout.Label("Move the cubes with the left and right keys. Run another client to check movement (smoothing) behaviour.");
65             GUILayout.Label("Ping: " + PhotonNetwork.GetPing());
66         }
67         else if (PhotonNetwork.isNonMasterClientInRoom)
68         {
69             GUILayout.Label("Check how smooth the movement is");
70             GUILayout.Label("Ping: " + PhotonNetwork.GetPing());
71         }
72         else
73         {
74             GUILayout.Label("Not connected..." + PhotonNetwork.connectionStateDetailed);
75         }
76     }
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: 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: PhotonConverter.cs Copy
160     static void ConvertScripts(List scriptPathList)
161     {
162         bool ignoreWarningIsLogged = false;
163
164         foreach (string script in scriptPathList)
165         {
166             if (script.Contains("PhotonNetwork")) //Don't convert this file (and others)
167             {
168                 if (!ignoreWarningIsLogged)
169                 {
170                     ignoreWarningIsLogged = true;
171                     Debug.LogWarning("Conversion to PUN ignores all files with \"PhotonNetwork\" in their file-path.\nCheck: " + script);
172                 }
173                 continue;
174             }
175             if (script.Contains("Image Effects"))
176             {
177                 continue;
178             }
179
180             ConvertToPhotonAPI(script);
181         }
182
183         foreach (string script in scriptPathList)
184         {
185             AssetDatabase.ImportAsset(script, ImportAssetOptions.ForceUpdate);
186         }
187     }

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