Photon3Unity3D
How do I use Photon3 Unity3 D
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PhotonEditor.cs
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250 private static void ImportWin8Support()
251 {
252 if (EditorApplication.isCompiling || EditorApplication.isPlayingOrWillChangePlaymode)
253 {
254 return; // don't import while compiling
255 }
256
257 #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
258 const string win8Package = "Assets/Plugins/Photon3Unity3D-Win8.unitypackage";
259
260 bool win8LibsExist = File.Exists("Assets/Plugins/WP8/Photon3Unity3D.dll") && File.Exists("Assets/Plugins/Metro/Photon3Unity3D.dll");
261 if (!win8LibsExist && File.Exists(win8Package))
262 {
263 AssetDatabase.ImportPackage(win8Package, false);
264 }
265 #endif
266 }
File name: ChatClient.cs
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94 public bool Connect(string address, ConnectionProtocol protocol, string appId, string appVersion, string userId, AuthenticationValues authValues)
95 {
96 if (!this.HasPeer)
97 {
98 this.chatPeer = new ChatPeer(this, protocol);
99 }
100 else
101 {
102 this.Disconnect();
103 if (this.chatPeer.UsedProtocol != protocol)
104 {
105 this.chatPeer = new ChatPeer(this, protocol);
106 }
107 }
108
109#if UNITY
110#pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
111 if (PhotonPeer.NoSocket)
112 {
113#if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID)
114 UnityEngine.Debug.Log("Using class SocketUdpNativeDynamic");
115 this.chatPeer.SocketImplementation = typeof(SocketUdpNativeDynamic);
116#elif !UNITY_EDITOR && UNITY_IPHONE
117 UnityEngine.Debug.Log("Using class SocketUdpNativeStatic");
118 this.chatPeer.SocketImplementation = typeof(SocketUdpNativeStatic);
119#elif !UNITY_EDITOR && (UNITY_WINRT)
120 // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
121#else
122 Type udpSocket = Type.GetType("ExitGames.Client.Photon.SocketUdp, Assembly-CSharp");
123 this.chatPeer.SocketImplementation = udpSocket;
124 if (udpSocket == null)
125 {
126 UnityEngine.Debug.Log("ChatClient could not find a suitable C# socket class. The Photon3Unity3D.dll only supports native socket plugins.");
127 }
128#endif
129 if (this.chatPeer.SocketImplementation == null)
130 {
131 UnityEngine.Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games.");
132 }
133 }
134#pragma warning restore 0162
135#endif
136
137 this.chatPeer.TimePingInterval = 3000;
138 this.DisconnectedCause = ChatDisconnectCause.None;
139
140 this.CustomAuthenticationValues = authValues;
141 this.UserId = userId;
142 this.AppId = appId;
143 this.AppVersion = appVersion;
144 this.didAuthenticate = false;
145 this.msDeltaForServiceCalls = 100;
146
147
148 // clean all channels
149 this.PublicChannels.Clear();
150 this.PrivateChannels.Clear();
151
152 if (!address.Contains(":"))
153 {
154 int port = 0;
155 ProtocolToNameServerPort.TryGetValue(protocol, out port);
156 address = string.Format("{0}:{1}", address, port);
157 }
158
159 bool isConnecting = this.chatPeer.Connect(address, "NameServer");
160 if (isConnecting)
161 {
162 this.State = ChatState.ConnectingToNameServer;
163 }
164 return isConnecting;
165 }
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