RPC









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

Featured Snippets


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: 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: OnClickRequestOwnership.cs Copy
28     public void ColorRpc( Vector3 col )
29     {
30         Color color = new Color( col.x, col.y, col.z );
31         this.gameObject.GetComponent().material.color = color;
32     }
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: WorkerInGame.cs Copy
34     public void OnMasterClientSwitched(PhotonPlayer player)
35     {
36         Debug.Log("OnMasterClientSwitched: " + player);
37
38         string message;
39         InRoomChat chatComponent = GetComponent(); // if we find a InRoomChat component, we print out a short message
40
41         if (chatComponent != null)
42         {
43             // to check if this client is the new master...
44             if (player.isLocal)
45             {
46                 message = "You are Master Client now.";
47             }
48             else
49             {
50                 message = player.name + " is Master Client now.";
51             }
52
53
54             chatComponent.AddLine(message); // the Chat method is a RPC. as we don't want to send an RPC and neither create a PhotonMessageInfo, lets call AddLine()
55         }
56     }
File name: GameLogic.cs Copy
40     public static void TagPlayer(int playerID)
41     {
42         Debug.Log("TagPlayer: " + playerID);
43         ScenePhotonView.RPC("TaggedPlayer", PhotonTargets.All, playerID);
44     }
File name: RandomMatchmaker.cs Copy
31     void OnGUI()
32     {
33         GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
34
35         if (PhotonNetwork.connectionStateDetailed == PeerState.Joined)
36         {
37             bool shoutMarco = GameLogic.playerWhoIsIt == PhotonNetwork.player.ID;
38
39             if (shoutMarco && GUILayout.Button("Marco!"))
40             {
41                 myPhotonView.RPC("Marco", PhotonTargets.All);
42             }
43             if (!shoutMarco && GUILayout.Button("Polo!"))
44             {
45                 myPhotonView.RPC("Polo", PhotonTargets.All);
46             }
47         }
48     }
File name: PhotonConverter.cs Copy
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: PhotonEditor.cs Copy
318     private static void OnUpdate()
319     {
320         // after a compile, check RPCs to create a cache-list
321         if (!postCompileActionsDone && !EditorApplication.isCompiling && !EditorApplication.isPlayingOrWillChangePlaymode && PhotonEditor.Current != null)
322         {
323             #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
324             if (EditorApplication.isUpdating) return;
325             #endif
326
327             PhotonEditor.UpdateRpcList();
328             postCompileActionsDone = true; // on compile, this falls back to false (without actively doing anything)
329
330             #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
331             PhotonEditor.ImportWin8Support();
332             #endif
333         }
334     }
File name: PhotonEditor.cs Copy
909     public static void UpdateRpcList()
910     {
911         List additionalRpcs = new List();
912         HashSet currentRpcs = new HashSet();
913
914         var types = GetAllSubTypesInScripts(typeof(MonoBehaviour));
915
916         foreach (var mono in types)
917         {
918             MethodInfo[] methods = mono.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
919
920             foreach (MethodInfo method in methods)
921             {
922                 if (method.IsDefined(typeof(UnityEngine.RPC), false))
923                 {
924                     currentRpcs.Add(method.Name);
925
926                     if (!additionalRpcs.Contains(method.Name) && !PhotonEditor.Current.RpcList.Contains(method.Name))
927                     {
928                         additionalRpcs.Add(method.Name);
929                     }
930                 }
931             }
932         }
933
934         if (additionalRpcs.Count > 0)
935         {
936             // LIMITS RPC COUNT
937             if (additionalRpcs.Count + PhotonEditor.Current.RpcList.Count >= byte.MaxValue)
938             {
939                 if (currentRpcs.Count <= byte.MaxValue)
940                 {
941                     bool clearList = EditorUtility.DisplayDialog(CurrentLang.IncorrectRPCListTitle, CurrentLang.IncorrectRPCListLabel, CurrentLang.RemoveOutdatedRPCsLabel, CurrentLang.CancelButton);
942                     if (clearList)
943                     {
944                         PhotonEditor.Current.RpcList.Clear();
945                         PhotonEditor.Current.RpcList.AddRange(currentRpcs);
946                     }
947                     else
948                     {
949                         return;
950                     }
951                 }
952                 else
953                 {
954                     EditorUtility.DisplayDialog(CurrentLang.FullRPCListTitle, CurrentLang.FullRPCListLabel, CurrentLang.SkipRPCListUpdateLabel);
955                     return;
956                 }
957             }
958
959             additionalRpcs.Sort();
960             PhotonEditor.Current.RpcList.AddRange(additionalRpcs);
961             EditorUtility.SetDirty(PhotonEditor.Current);
962         }
963     }

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