Setup









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

Featured Snippets


File name: PunStartup.cs Copy
34     static void OnUpdate()
35     {
36         bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
37         if (doneBefore)
38         {
39             EditorApplication.update -= OnUpdate;
40             return;
41         }
42
43         if (String.IsNullOrEmpty(EditorApplication.currentScene) && EditorBuildSettings.scenes.Length == 0)
44         {
45             #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
46             if (EditorApplication.isUpdating) return;
47             #endif
48
49             LoadPunDemoHub();
50             SetPunDemoBuildSettings();
51             EditorPrefs.SetBool("PunDemosOpenedBefore", true);
52             Debug.Log("No scene was open. Loaded PUN Demo Hub Scene and added demos to build settings. Ready to go! This auto-setup is now disabled in this Editor.");
53         }
54     }
File name: PunStartup.cs Copy
57     public static void SetupDemo()
58     {
59         SetPunDemoBuildSettings();
60     }
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: PickupCamera.cs Copy
94     void Apply( Transform dummyTarget, Vector3 dummyCenter )
95     {
96         // Early out if we don't have a target
97         if( !controller )
98             return;
99
100         Vector3 targetCenter = _target.position + centerOffset;
101         Vector3 targetHead = _target.position + headOffset;
102
103         // DebugDrawStuff();
104
105         // Calculate the current & target rotation angles
106         float originalTargetAngle = _target.eulerAngles.y;
107         float currentAngle = cameraTransform.eulerAngles.y;
108
109         // Adjust real target angle when camera is locked
110         float targetAngle = originalTargetAngle;
111
112         // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
113         // It will stop snapping when it reaches the target
114         if( Input.GetButton( "Fire2" ) )
115             snap = true;
116
117         if( snap )
118         {
119             // We are close to the target, so we can stop snapping now!
120             if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
121                 snap = false;
122
123             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
124         }
125         // Normal camera motion
126         else
127         {
128             if( controller.GetLockCameraTimer() < lockCameraTimeout )
129             {
130                 targetAngle = currentAngle;
131             }
132
133             // Lock the camera when moving backwards!
134             // * It is really confusing to do 180 degree spins when turning around.
135             if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
136                 targetAngle += 180;
137
138             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
139         }
140
141
142         // When jumping don't move camera upwards but only down!
143         if( controller.IsJumping() )
144         {
145             // We'd be moving the camera upwards, do that only if it's really high
146             float newTargetHeight = targetCenter.y + height;
147             if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
148                 targetHeight = targetCenter.y + height;
149         }
150         // When walking always update the target height
151         else
152         {
153             targetHeight = targetCenter.y + height;
154         }
155
156         // Damp the height
157         float currentHeight = cameraTransform.position.y;
158         currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
159
160         // Convert the angle into a rotation, by which we then reposition the camera
161         Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
162
163         // Set the position of the camera on the x-z plane to:
164         // distance meters behind the target
165         cameraTransform.position = targetCenter;
166         cameraTransform.position += currentRotation * Vector3.back * distance;
167
168         // Set the height of the camera
169         cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
170
171         // Always look at the target
172         SetUpRotation( targetCenter, targetHead );
173     }
File name: PickupCamera.cs Copy
198     void SetUpRotation( Vector3 centerPos, Vector3 headPos )
199     {
200         // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.
201         // * When jumping up and down we don't want to center the guy in screen space.
202         // This is important to give a feel for how high you jump and avoiding large camera movements.
203         //
204         // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.
205         //
206         // So here is what we will do:
207         //
208         // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis
209         // 2. When grounded we make him be centered
210         // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold
211         // 4. When landing we smoothly interpolate towards centering him on screen
212         Vector3 cameraPos = cameraTransform.position;
213         Vector3 offsetToCenter = centerPos - cameraPos;
214
215         // Generate base rotation only around y-axis
216         Quaternion yRotation = Quaternion.LookRotation( new Vector3( offsetToCenter.x, 0, offsetToCenter.z ) );
217
218         Vector3 relativeOffset = Vector3.forward * distance + Vector3.down * height;
219         cameraTransform.rotation = yRotation * Quaternion.LookRotation( relativeOffset );
220
221         // Calculate the projected center position and top position in world space
222         Ray centerRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, 0.5f, 1 ) );
223         Ray topRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, clampHeadPositionScreenSpace, 1 ) );
224
225         Vector3 centerRayPos = centerRay.GetPoint( distance );
226         Vector3 topRayPos = topRay.GetPoint( distance );
227
228         float centerToTopAngle = Vector3.Angle( centerRay.direction, topRay.direction );
229
230         float heightToAngle = centerToTopAngle / ( centerRayPos.y - topRayPos.y );
231
232         float extraLookAngle = heightToAngle * ( centerRayPos.y - centerPos.y );
233         if( extraLookAngle < centerToTopAngle )
234         {
235             extraLookAngle = 0;
236         }
237         else
238         {
239             extraLookAngle = extraLookAngle - centerToTopAngle;
240             cameraTransform.rotation *= Quaternion.Euler( -extraLookAngle, 0, 0 );
241         }
242     }
File name: ThirdPersonCamera.cs Copy
86     void Apply( Transform dummyTarget, Vector3 dummyCenter )
87     {
88         // Early out if we don't have a target
89         if( !controller )
90             return;
91
92         Vector3 targetCenter = _target.position + centerOffset;
93         Vector3 targetHead = _target.position + headOffset;
94
95         // DebugDrawStuff();
96
97         // Calculate the current & target rotation angles
98         float originalTargetAngle = _target.eulerAngles.y;
99         float currentAngle = cameraTransform.eulerAngles.y;
100
101         // Adjust real target angle when camera is locked
102         float targetAngle = originalTargetAngle;
103
104         // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
105         // It will stop snapping when it reaches the target
106         if( Input.GetButton( "Fire2" ) )
107             snap = true;
108
109         if( snap )
110         {
111             // We are close to the target, so we can stop snapping now!
112             if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
113                 snap = false;
114
115             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
116         }
117         // Normal camera motion
118         else
119         {
120             if( controller.GetLockCameraTimer() < lockCameraTimeout )
121             {
122                 targetAngle = currentAngle;
123             }
124
125             // Lock the camera when moving backwards!
126             // * It is really confusing to do 180 degree spins when turning around.
127             if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
128                 targetAngle += 180;
129
130             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
131         }
132
133
134         // When jumping don't move camera upwards but only down!
135         if( controller.IsJumping() )
136         {
137             // We'd be moving the camera upwards, do that only if it's really high
138             float newTargetHeight = targetCenter.y + height;
139             if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
140                 targetHeight = targetCenter.y + height;
141         }
142         // When walking always update the target height
143         else
144         {
145             targetHeight = targetCenter.y + height;
146         }
147
148         // Damp the height
149         float currentHeight = cameraTransform.position.y;
150         currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
151
152         // Convert the angle into a rotation, by which we then reposition the camera
153         Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
154
155         // Set the position of the camera on the x-z plane to:
156         // distance meters behind the target
157         cameraTransform.position = targetCenter;
158         cameraTransform.position += currentRotation * Vector3.back * distance;
159
160         // Set the height of the camera
161         cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
162
163         // Always look at the target
164         SetUpRotation( targetCenter, targetHead );
165     }
File name: ThirdPersonCamera.cs Copy
190     void SetUpRotation( Vector3 centerPos, Vector3 headPos )
191     {
192         // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.
193         // * When jumping up and down we don't want to center the guy in screen space.
194         // This is important to give a feel for how high you jump and avoiding large camera movements.
195         //
196         // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.
197         //
198         // So here is what we will do:
199         //
200         // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis
201         // 2. When grounded we make him be centered
202         // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold
203         // 4. When landing we smoothly interpolate towards centering him on screen
204         Vector3 cameraPos = cameraTransform.position;
205         Vector3 offsetToCenter = centerPos - cameraPos;
206
207         // Generate base rotation only around y-axis
208         Quaternion yRotation = Quaternion.LookRotation( new Vector3( offsetToCenter.x, 0, offsetToCenter.z ) );
209
210         Vector3 relativeOffset = Vector3.forward * distance + Vector3.down * height;
211         cameraTransform.rotation = yRotation * Quaternion.LookRotation( relativeOffset );
212
213         // Calculate the projected center position and top position in world space
214         Ray centerRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, 0.5f, 1 ) );
215         Ray topRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, clampHeadPositionScreenSpace, 1 ) );
216
217         Vector3 centerRayPos = centerRay.GetPoint( distance );
218         Vector3 topRayPos = topRay.GetPoint( distance );
219
220         float centerToTopAngle = Vector3.Angle( centerRay.direction, topRay.direction );
221
222         float heightToAngle = centerToTopAngle / ( centerRayPos.y - topRayPos.y );
223
224         float extraLookAngle = heightToAngle * ( centerRayPos.y - centerPos.y );
225         if( extraLookAngle < centerToTopAngle )
226         {
227             extraLookAngle = 0;
228         }
229         else
230         {
231             extraLookAngle = extraLookAngle - centerToTopAngle;
232             cameraTransform.rotation *= Quaternion.Euler( -extraLookAngle, 0, 0 );
233         }
234     }
File name: WorkerMenu.cs Copy
65     public void OnGUI()
66     {
67         if (this.Skin != null)
68         {
69             GUI.skin = this.Skin;
70         }
71
72         if (!PhotonNetwork.connected)
73         {
74             if (PhotonNetwork.connecting)
75             {
76                 GUILayout.Label("Connecting to: " + PhotonNetwork.ServerAddress);
77             }
78             else
79             {
80                 GUILayout.Label("Not connected. Check console output. Detailed connection state: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.ServerAddress);
81             }
82
83             if (this.connectFailed)
84             {
85                 GUILayout.Label("Connection failed. Check setup and use Setup Wizard to fix configuration.");
86                 GUILayout.Label(String.Format("Server: {0}", new object[] {PhotonNetwork.ServerAddress}));
87                 GUILayout.Label("AppId: " + PhotonNetwork.PhotonServerSettings.AppID);
88
89                 if (GUILayout.Button("Try Again", GUILayout.Width(100)))
90                 {
91                     this.connectFailed = false;
92                     PhotonNetwork.ConnectUsingSettings("0.9");
93                 }
94             }
95
96             return;
97         }
98
99         Rect content = new Rect((Screen.width - WidthAndHeight.x)/2, (Screen.height - WidthAndHeight.y)/2, WidthAndHeight.x, WidthAndHeight.y);
100         GUI.Box(content,"Join or Create Room");
101         GUILayout.BeginArea(content);
102
103         GUILayout.Space(40);
104
105         // Player name
106         GUILayout.BeginHorizontal();
107         GUILayout.Label("Player name:", GUILayout.Width(150));
108         PhotonNetwork.playerName = GUILayout.TextField(PhotonNetwork.playerName);
109         GUILayout.Space(158);
110         if (GUI.changed)
111         {
112             // Save name
113             PlayerPrefs.SetString("playerName", PhotonNetwork.playerName);
114         }
115         GUILayout.EndHorizontal();
116
117         GUILayout.Space(15);
118
119         // Join room by title
120         GUILayout.BeginHorizontal();
121         GUILayout.Label("Roomname:", GUILayout.Width(150));
122         this.roomName = GUILayout.TextField(this.roomName);
123
124         if (GUILayout.Button("Create Room", GUILayout.Width(150)))
125         {
126             PhotonNetwork.CreateRoom(this.roomName, new RoomOptions() { maxPlayers = 10 }, null);
127         }
128
129         GUILayout.EndHorizontal();
130
131         // Create a room (fails if exist!)
132         GUILayout.BeginHorizontal();
133         GUILayout.FlexibleSpace();
134         //this.roomName = GUILayout.TextField(this.roomName);
135         if (GUILayout.Button("Join Room", GUILayout.Width(150)))
136         {
137             PhotonNetwork.JoinRoom(this.roomName);
138         }
139
140         GUILayout.EndHorizontal();
141
142
143         if (!string.IsNullOrEmpty(this.ErrorDialog))
144         {
145             GUILayout.Label(this.ErrorDialog);
146
147             if (timeToClearDialog < Time.time)
148             {
149                 timeToClearDialog = 0;
150                 this.ErrorDialog = "";
151             }
152         }
153
154         GUILayout.Space(15);
155
156         // Join random room
157         GUILayout.BeginHorizontal();
158
159         GUILayout.Label(PhotonNetwork.countOfPlayers + " users are online in " + PhotonNetwork.countOfRooms + " rooms.");
160         GUILayout.FlexibleSpace();
161         if (GUILayout.Button("Join Random", GUILayout.Width(150)))
162         {
163             PhotonNetwork.JoinRandomRoom();
164         }
165
166
167         GUILayout.EndHorizontal();
168
169         GUILayout.Space(15);
170         if (PhotonNetwork.GetRoomList().Length == 0)
171         {
172             GUILayout.Label("Currently no games are available.");
173             GUILayout.Label("Rooms will be listed here, when they become available.");
174         }
175         else
176         {
177             GUILayout.Label(PhotonNetwork.GetRoomList().Length + " rooms available:");
178
179             // Room listing: simply call GetRoomList: no need to fetch/poll whatever!
180             this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
181             foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList())
182             {
183                 GUILayout.BeginHorizontal();
184                 GUILayout.Label(roomInfo.name + " " + roomInfo.playerCount + "/" + roomInfo.maxPlayers);
185                 if (GUILayout.Button("Join", GUILayout.Width(150)))
186                 {
187                     PhotonNetwork.JoinRoom(roomInfo.name);
188                 }
189
190                 GUILayout.EndHorizontal();
191             }
192
193             GUILayout.EndScrollView();
194         }
195
196         GUILayout.EndArea();
197     }
File name: PhotonAnimatorViewEditor.cs Copy
18     public override void OnInspectorGUI()
19     {
20         //base.OnInspectorGUI();
21
22         if (this.m_Animator == null)
23         {
24             GUILayout.BeginVertical(GUI.skin.box);
25             GUILayout.Label("GameObject doesn't have an Animator component to synchronize");
26             GUILayout.EndVertical();
27             return;
28         }
29
30         DrawWeightInspector();
31
32         if (this.m_Animator.layerCount == 0)
33         {
34             GUILayout.BeginVertical(GUI.skin.box);
35             GUILayout.Label("Animator doesn't have any layers setup to synchronize");
36             GUILayout.EndVertical();
37         }
38
39         DrawParameterInspector();
40
41         if (GetParameterCount() == 0)
42         {
43             GUILayout.BeginVertical(GUI.skin.box);
44             GUILayout.Label("Animator doesn't have any parameters setup to synchronize");
45             GUILayout.EndVertical();
46         }
47
48         serializedObject.ApplyModifiedProperties();
49
50         //GUILayout.Label( "m_SynchronizeLayers " + serializedObject.FindProperty( "m_SynchronizeLayers" ).arraySize );
51         //GUILayout.Label( "m_SynchronizeParameters " + serializedObject.FindProperty( "m_SynchronizeParameters" ).arraySize );
52     }
File name: PhotonTransformViewEditor.cs Copy
42     public void OnEnable()
43     {
44         SetupSerializedProperties();
45     }

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