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How do I use W I T H O U T
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: ChatGui.cs
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296 public void OnConnected()
297 {
298 if (this.ChannelsToJoinOnConnect != null && this.ChannelsToJoinOnConnect.Length > 0)
299 {
300 this.chatClient.Subscribe(this.ChannelsToJoinOnConnect, this.HistoryLengthToFetch);
301 }
302
303 this.chatClient.AddFriends(new string[] {"tobi", "ilya"}); // Add some users to the server-list to get their status updates
304 this.chatClient.SetOnlineStatus(ChatUserStatus.Online); // You can set your online state (without a mesage).
305 }
File name: GUICustomAuth.cs
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81 void OnGUI()
82 {
83 if (PhotonNetwork.connected)
84 {
85 GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
86 return;
87 }
88
89
90 GUILayout.BeginArea(GuiRect);
91 switch (guiState)
92 {
93 case GuiState.AuthFailed:
94 GUILayout.Label("Authentication Failed");
95
96 GUILayout.Space(10);
97
98 GUILayout.Label("Error message:\n'" + this.authDebugMessage + "'");
99
100 GUILayout.Space(10);
101
102 GUILayout.Label("For this demo set the Authentication URL in the Dashboard to:\nhttp://photon.webscript.io/auth-demo-equals");
103 GUILayout.Label("That authentication-service has no user-database. It confirms any user if 'name equals password'.");
104 GUILayout.Label("The error message comes from that service and can be customized.");
105
106 GUILayout.Space(10);
107
108 GUILayout.BeginHorizontal();
109 if (GUILayout.Button("Back"))
110 {
111 SetStateAuthInput();
112 }
113 if (GUILayout.Button("Help"))
114 {
115 SetStateAuthHelp();
116 }
117 GUILayout.EndHorizontal();
118 break;
119
120 case GuiState.AuthHelp:
121
122 GUILayout.Label("By default, any player can connect to Photon.\n'Custom Authentication' can be enabled to reject players without valid user-account.");
123
124 GUILayout.Label("The actual authentication must be done by a web-service which you host and customize. Example sourcecode for these services is available on the docs page.");
125
126 GUILayout.Label("For this demo set the Authentication URL in the Dashboard to:\nhttp://photon.webscript.io/auth-demo-equals");
127 GUILayout.Label("That authentication-service has no user-database. It confirms any user if 'name equals password'.");
128
129 GUILayout.Space(10);
130 if (GUILayout.Button("Configure Authentication (Dashboard)"))
131 {
132 Application.OpenURL("https://cloud.exitgames.com/dashboard");
133 }
134 if (GUILayout.Button("Authentication Docs"))
135 {
136 Application.OpenURL("https://doc.exitgames.com/en/pun/current/tutorials/pun-and-facebook-custom-authentication");
137 }
138
139
140 GUILayout.Space(10);
141 if (GUILayout.Button("Back to input"))
142 {
143 SetStateAuthInput();
144 }
145 break;
146
147 case GuiState.AuthInput:
148
149 GUILayout.Label("Authenticate yourself");
150
151 GUILayout.BeginHorizontal();
152 this.authName = GUILayout.TextField(this.authName, GUILayout.Width(Screen.width/4 - 5));
153 GUILayout.FlexibleSpace();
154 this.authToken = GUILayout.TextField(this.authToken, GUILayout.Width(Screen.width/4 - 5));
155 GUILayout.EndHorizontal();
156
157
158 if (GUILayout.Button("Authenticate"))
159 {
160 PhotonNetwork.AuthValues = new AuthenticationValues();
161 PhotonNetwork.AuthValues.SetAuthParameters(this.authName, this.authToken);
162 PhotonNetwork.ConnectUsingSettings("1.0");
163 }
164
165 GUILayout.Space(10);
166
167 if (GUILayout.Button("Help", GUILayout.Width(100)))
168 {
169 SetStateAuthHelp();
170 }
171
172 break;
173 }
174
175 GUILayout.EndArea();
176 }
File name: HubGui.cs
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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 = "
41 demoBtn = new DemoBtn() { Text = "Start", Link = "DemoBoxes-Scene" };
42 }
43 if (GUILayout.Button("Demo Worker", GUILayout.Width(280)))
44 {
45 demoDescription = "
46 demoBtn = new DemoBtn() { Text = "Start", Link = "DemoWorker-Scene" };
47 }
48 if (GUILayout.Button("Movement Smoothing", GUILayout.Width(280)))
49 {
50 demoDescription = "
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 = "
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 = "
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 = "
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 = "
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 = "
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 = "
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 = "
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 = "
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: PhotonEditor.cs
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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: PhotonViewHandler.cs
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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
41 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
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: PhotonView.cs
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295 protected internal void OnDestroy()
296 {
297 if (!this.destroyedByPhotonNetworkOrQuit)
298 {
299 PhotonNetwork.networkingPeer.LocalCleanPhotonView(this);
300 }
301
302 if (!this.destroyedByPhotonNetworkOrQuit && !Application.isLoadingLevel)
303 {
304 if (this.instantiationId > 0)
305 {
306 // if this viewID was not manually assigned (and we're not shutting down or loading a level), you should use PhotonNetwork.Destroy() to get rid of GOs with PhotonViews
307 Debug.LogError("OnDestroy() seems to be called without PhotonNetwork.Destroy()?! GameObject: " + this.gameObject + " Application.isLoadingLevel: " + Application.isLoadingLevel);
308 }
309 else
310 {
311 // this seems to be a manually instantiated PV. if it's local, we could warn if the ID is not in the allocated-list
312 if (this.viewID <= 0)
313 {
314 Debug.LogWarning(string.Format("OnDestroy manually allocated PhotonView {0}. The viewID is 0. Was it ever (manually) set?", this));
315 }
316 else if (this.isMine && !PhotonNetwork.manuallyAllocatedViewIds.Contains(this.viewID))
317 {
318 Debug.LogWarning(string.Format("OnDestroy manually allocated PhotonView {0}. The viewID is local (isMine) but not in manuallyAllocatedViewIds list. Use UnAllocateViewID() after you destroyed the PV.", this));
319 }
320 }
321 }
322 }
File name: ManualPhotonViewAllocator.cs
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9 public void AllocateManualPhotonView()
10 {
11 PhotonView pv = this.gameObject.GetPhotonView();
12 if (pv == null)
13 {
14 Debug.LogError("Can't do manual instantiation without PhotonView component.");
15 return;
16 }
17
18 int viewID = PhotonNetwork.AllocateViewID();
19 pv.RPC("InstantiateRpc", PhotonTargets.AllBuffered, viewID);
20 }
File name: InstructionsScript.cs
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27 void OnGUI() {
28 if (this.gameScript.gameView == "instructions") {
29 GUI.skin = currentGUISkin;
30
31 this.gameScript.mainCamera.transform.eulerAngles = new Vector3 (120, 23, 0);
32
33 GUIStyle labelStyle = new GUIStyle(currentGUISkin.label);
34 labelStyle.alignment = TextAnchor.UpperLeft;
35 GUILayout.Label ("Instructions", "BigLabel");
36
37
38 scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(Screen.width), GUILayout.Height(Mathf.Ceil(Screen.height * .80f)));
39
40 GUILayout.Label ("Object", "Subheader");
41
42 GUILayout.Label (@"The object of 2048-3D is to"
43 + " slide numbered blocks in such a way"
44 + " so that blocks with the same numbers collide"
45 + " and combine into a new block that is twice"
46 + " as much as the originals until"
47 + " the number 2048 is reached.", labelStyle);
48
49 GUILayout.Label ("Moving the Blocks", "Subheader");
50
51 GUILayout.Label (@"You cannot move blocks individually, but must"
52 + " move all blocks simultaneously in the same direction."
53 + " Blocks can move forward, backward, up, down, left"
54 + " and right along the green connectors."
55 + " Simply swipe any part of the screen to move up,"
56 + " down, left or right (keyboard: arrow keys). To move the"
57 + " blocks forward and backward use the"
58 + " big red arrow keys at the bottom of the screen (keyboard: a and z keys)."
59 + " When moving, all blocks that can slide in the chosen direction will move."
60 + " Any block moving toward another block with the same number will collide "
61 + " and form a single block with twice the number as the originals", labelStyle);
62
63
64 GUILayout.Label ("New Blocks", "Subheader");
65
66 GUILayout.Label (@"After each move is"
67 + " made a new block will appear randomly in an empty position."
68 + " This block will have a number of either 2 or 4."
69 + " For an extra challenge, there is a game option you can"
70 + " set so that zeros can also be assinged to a new block."
71 + " Zeros act like any other number in that they can"
72 + " collide with other zeros to make a block twice as much "
73 + " (which is still zero).", labelStyle);
74
75
76
77 GUILayout.Label ("Scoring and Finishing", "Subheader");
78
79 GUILayout.Label(@"For every block collision that occurs you receive"
80 + " the number of points of the newly"
81 + " created block. If after making a move"
82 + " all positions are filled and no new"
83 + " moves are possible, the game ends."
84 + " A separate high score / highest block is kept for each"
85 + " distinct combination of game options", labelStyle);
86
87
88 GUILayout.Label ("Game Layout Options", "Subheader");
89
90 GUILayout.Label (@"When I first made this game there"
91 + " was only one game layout, a 3x3x3 cube."
92 + " After testing it a bit, it was way to easy"
93 + " so the zero option was added."
94 + " It was still way to easy "
95 + " (e.g. you could swipe without even looking and get pretty far)."
96 + " Therefore there are now several diffent game layouts that"
97 + " make the game more challenging and fun.", labelStyle);
98
99 GUILayout.Label ("Game Timer Option", "Subheader");
100
101 GUILayout.Label (@"To give yourself even more of a challenge"
102 + " you can set game options to include a timer."
103 + " If a timer is chosen you have a specific"
104 + " amount of time to combined blocks to make the 64 block."
105 + " If you run out of time the game is over."
106 + " If you reach your target before the timer runs down you will"
107 + " receive additional time to reach the next target."
108 + " The time you received is as follows: \n"
109 + " 64: option time + 5 seconds (because the first one is the hardest!)\n"
110 + " 128: option time\n"
111 + " 256: 2X option time\n"
112 + " 512: 4X option time \n"
113 + " 1024: 8X option time \n"
114 + " you get the idea.", labelStyle);
115
116
117 GUILayout.Label ("Acknowledgements \nand Confessions", "Subheader");
118
119 GUILayout.Label (@"2048-3D is based upon the original" +
120 " 2048 game designed by Gabriele Cirulli " +
121 " \n\n" +
122 " Sound effects by freeSFX http://www.freesfx.co.uk.\n\n" +
123 " This game was designed using the Unity3D game engine.\n\n" +
124 " FOR MORE PROJECTS VISIT:" +
125 " https://code-projects.org/", labelStyle);
126
127
128 foreach (Touch touch in Input.touches) {
129 if (touch.phase == TouchPhase.Moved)
130 {
131 // dragging
132 this.scrollPosition.y += touch.deltaPosition.y;
133 }
134 }
135 GUILayout.EndScrollView();
136
137 if (GUILayout.Button ("Return to Menu")) {
138 this.gameScript.gameView = "menu";
139 }
140 }
141 }
File name: TableLayoutGroup.cs
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189 public override void SetLayoutHorizontal()
190 {
191 // If no column width is defined, then assign a reasonable default
192 if (columnWidths.Length == 0)
193 columnWidths = new float[1] { 0f };
194
195 int columnCount = columnWidths.Length;
196 int cornerX = (int)startCorner % 2;
197
198 float startOffset = 0;
199 float requiredSizeWithoutPadding = 0;
200
201 // We calculate the actual cell count for cases where the number of children is lesser than the number of columns
202 int actualCellCount = Mathf.Min(rectChildren.Count, columnWidths.Length);
203
204 for (int i = 0; i < actualCellCount; i++)
205 {
206 requiredSizeWithoutPadding += columnWidths[i];
207 requiredSizeWithoutPadding += columnSpacing;
208 }
209
210 requiredSizeWithoutPadding -= columnSpacing;
211
212 startOffset = GetStartOffset(0, requiredSizeWithoutPadding);
213
214 if (cornerX == 1)
215 startOffset += requiredSizeWithoutPadding;
216
217 float positionX = startOffset;
218
219 for (int i = 0; i < rectChildren.Count; i++)
220 {
221 int currentColumnIndex = i % columnCount;
222
223 // If it's the first cell in the row, reset positionX
224 if (currentColumnIndex == 0)
225 positionX = startOffset;
226
227 if (cornerX == 1)
228 positionX -= columnWidths[currentColumnIndex];
229
230 SetChildAlongAxis(rectChildren[i], 0, positionX, columnWidths[currentColumnIndex]);
231
232 if (cornerX == 1)
233 positionX -= columnSpacing;
234 else
235 positionX += columnWidths[currentColumnIndex] + columnSpacing;
236 }
237 }
File name: TableLayoutGroup.cs
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239 public override void SetLayoutVertical()
240 {
241 int columnCount = columnWidths.Length;
242 int rowCount = preferredRowHeights.Length;
243
244 int cornerY = (int)startCorner / 2;
245
246 float startOffset = 0;
247 float requiredSizeWithoutPadding = 0;
248
249 for (int i = 0; i < rowCount; i++)
250 requiredSizeWithoutPadding += preferredRowHeights[i];
251
252 if (rowCount > 1)
253 requiredSizeWithoutPadding += (rowCount - 1) * rowSpacing;
254
255 startOffset = GetStartOffset(1, requiredSizeWithoutPadding);
256
257 if (cornerY == 1)
258 startOffset += requiredSizeWithoutPadding;
259
260 float positionY = startOffset;
261
262 for (int i = 0; i < rowCount; i++)
263 {
264 if (cornerY == 1)
265 positionY -= preferredRowHeights[i];
266
267 for (int j = 0; j < columnCount; j++)
268 {
269 int childIndex = (i * columnCount) + j;
270
271 // Safeguard against tables with incomplete rows
272 if (childIndex == rectChildren.Count)
273 break;
274
275 SetChildAlongAxis(rectChildren[childIndex], 1, positionY, preferredRowHeights[i]);
276 }
277
278 if (cornerY == 1)
279 positionY -= rowSpacing;
280 else
281 positionY += preferredRowHeights[i] + rowSpacing;
282 }
283
284 // Set preferredRowHeights to null to free memory
285 preferredRowHeights = null;
286 }
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