Owner









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

Featured Snippets


File name: DemoOwnershipGui.cs Copy
8     public void OnOwnershipRequest(object[] viewAndPlayer)
9     {
10         PhotonView view = viewAndPlayer[0] as PhotonView;
11         PhotonPlayer requestingPlayer = viewAndPlayer[1] as PhotonPlayer;
12
13         Debug.Log("OnOwnershipRequest(): Player " + requestingPlayer + " requests ownership of: " + view + ".");
14         if (this.TransferOwnershipOnRequest)
15         {
16             view.TransferOwnership(requestingPlayer.ID);
17         }
18     }
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: MaterialPerOwner.cs Copy
18     private void Update()
19     {
20         if( this.photonView.ownerId != assignedColorForUserId )
21         {
22             m_Renderer.material = PlayerVariables.GetMaterial( m_Renderer.material, this.photonView.ownerId );
23             this.assignedColorForUserId = this.photonView.ownerId;
24             //Debug.Log("Switched Material to: " + this.assignedColorForUserId + " " + this.renderer.material.GetInstanceID());
25         }
26     }
File name: OnClickRequestOwnership.cs Copy
8     public void OnClick()
9     {
10         if( Input.GetKey( KeyCode.LeftShift ) || Input.GetKey( KeyCode.RightShift ) )
11         {
12             Vector3 colVector = new Vector3( Random.Range( 0.0f, 1.0f ), Random.Range( 0.0f, 1.0f ), Random.Range( 0.0f, 1.0f ) );
13             this.photonView.RPC( "ColorRpc", PhotonTargets.AllBufferedViaServer, colVector );
14         }
15         else
16         {
17             if( this.photonView.ownerId == PhotonNetwork.player.ID )
18             {
19                 Debug.Log( "Not requesting ownership. Already mine." );
20                 return;
21             }
22
23             this.photonView.RequestOwnership();
24         }
25     }
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: PickupController.cs Copy
73     // Are we jumping? (Initiated with jump button and not grounded yet)
77     // Are we moving backwards (This locks the camera to not do a 180 degree spin)
81     // When did the user start walking (Used for going into trot after a while)
87     // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
101     void Awake()
102     {
103         // PUN: automatically determine isControllable, if this GO has a PhotonView
104         PhotonView pv = this.gameObject.GetComponent();
105         if (pv != null)
106         {
107             isControllable = pv.isMine;
108
109             // The pickup demo assigns this GameObject as the PhotonPlayer.TagObject. This way, we can access this character (controller, position, etc) easily
110             if (this.AssignAsTagObject)
111             {
112                 pv.owner.TagObject = this.gameObject;
113             }
114
115             // please note: we change this setting on ANY PickupController if "DoRotate" is off. not only locally when it's "our" GameObject!
116             if (pv.observed is Transform && !DoRotate)
117             {
118                 pv.onSerializeTransformOption = OnSerializeTransform.OnlyPosition;
119             }
120         }
121
122
123         moveDirection = transform.TransformDirection(Vector3.forward);
124
125         _animation = GetComponent();
126         if (!_animation)
127             Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
128
129         if (!idleAnimation)
130         {
131             _animation = null;
132             Debug.Log("No idle animation found. Turning off animations.");
133         }
134         if (!walkAnimation)
135         {
136             _animation = null;
137             Debug.Log("No walk animation found. Turning off animations.");
138         }
139         if (!runAnimation)
140         {
141             _animation = null;
142             Debug.Log("No run animation found. Turning off animations.");
143         }
144         if (!jumpPoseAnimation && canJump)
145         {
146             _animation = null;
147             Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
148         }
149     }
File name: CubeLerp.cs Copy
12     public void Awake()
13     {
14         if (photonView.isMine)
15         {
16             this.enabled = false; // due to this, Update() is not called on the owner client.
17         }
18
19         latestCorrectPos = transform.position;
20         onUpdatePos = transform.position;
21     }
File name: ClickDetector.cs Copy
7  void Update()
8     {
9         // if this player is not "it", the player can't tag anyone, so don't do anything on collision
10         if (PhotonNetwork.player.ID != GameLogic.playerWhoIsIt)
11         {
12             return;
13         }
14
15         if (Input.GetButton("Fire1"))
16         {
17             GameObject goPointedAt = RaycastObject(Input.mousePosition);
18
19             if (goPointedAt != null && goPointedAt != this.gameObject && goPointedAt.name.Equals("monsterprefab(Clone)", StringComparison.OrdinalIgnoreCase))
20             {
21                 PhotonView rootView = goPointedAt.transform.root.GetComponent();
22                 GameLogic.TagPlayer(rootView.owner.ID);
23             }
24         }
25  }
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: 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     }

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