Photon.Pun Namespace Reference

Namespaces

namespace  Demo
 
namespace  UtilityScripts
 

Classes

class  CustomTypes
 Internally used class, containing de/serialization method for PUN specific classes.
 
class  DefaultPool
 The default implementation of a PrefabPool for PUN, which actually Instantiates and Destroys GameObjects but pools a resource. More...
 
struct  InstantiateParameters
 
interface  IOnPhotonViewControllerChange
 This interface defines a callback for changes to the PhotonView's controller. More...
 
interface  IOnPhotonViewOwnerChange
 This interface defines a callback for changes to the PhotonView's owner. More...
 
interface  IOnPhotonViewPreNetDestroy
 This interface defines a callback which fires prior to the PhotonNetwork destroying the PhotonView and Gameobject. More...
 
interface  IPhotonViewCallback
 Empty Base class for all PhotonView callbacks. More...
 
interface  IPunInstantiateMagicCallback
 
interface  IPunObservable
 Defines the OnPhotonSerializeView method to make it easy to implement correctly for observable scripts. More...
 
interface  IPunOwnershipCallbacks
 Global Callback interface for ownership changes. These callbacks will fire for changes to ANY PhotonView that changes. Consider using IOnPhotonViewControllerChange for callbacks from a specific PhotonView. More...
 
interface  IPunPrefabPool
 Defines an interface for object pooling, used in PhotonNetwork.Instantiate and PhotonNetwork.Destroy. More...
 
class  MonoBehaviourPun
 This class adds the property photonView, while logging a warning when your game still uses the networkView. More...
 
class  MonoBehaviourPunCallbacks
 This class provides a .photonView and all callbacks/events that PUN can call. Override the events/methods you want to use. More...
 
class  MonoBehaviourPunEditor
 
class  NestedComponentUtilities
 
class  PhotonAnimatorView
 This class helps you to synchronize Mecanim animations Simply add the component to your GameObject and make sure that the PhotonAnimatorView is added to the list of observed components More...
 
class  PhotonAnimatorViewEditor
 
class  PhotonEditor
 
class  PhotonGUI
 
class  PhotonHandler
 Internal MonoBehaviour that allows Photon to run an Update loop. More...
 
struct  PhotonMessageInfo
 Container class for info about a particular message, RPC or update. More...
 
class  PhotonNetwork
 The main class to use the PhotonNetwork plugin. This class is static.
 
class  PhotonRigidbody2DView
 
class  PhotonRigidbody2DViewEditor
 
class  PhotonRigidbodyView
 
class  PhotonRigidbodyViewEditor
 
class  PhotonStream
 This container is used in OnPhotonSerializeView() to either provide incoming data of a PhotonView or for you to provide it. More...
 
class  PhotonStreamQueue
 The PhotonStreamQueue helps you poll object states at higher frequencies than what PhotonNetwork.SendRate dictates and then sends all those states at once when Serialize() is called. On the receiving end you can call Deserialize() and then the stream will roll out the received object states in the same order and timeStep they were recorded in. More...
 
class  PhotonTransformView
 
class  PhotonTransformViewClassic
 This class helps you to synchronize position, rotation and scale of a GameObject. It also gives you many different options to make the synchronized values appear smooth, even when the data is only send a couple of times per second. Simply add the component to your GameObject and make sure that the PhotonTransformViewClassic is added to the list of observed components More...
 
class  PhotonTransformViewClassicEditor
 
class  PhotonTransformViewEditor
 
class  PhotonTransformViewPositionControl
 
class  PhotonTransformViewPositionModel
 
class  PhotonTransformViewRotationControl
 
class  PhotonTransformViewRotationModel
 
class  PhotonTransformViewScaleControl
 
class  PhotonTransformViewScaleModel
 
class  PhotonView
 A PhotonView identifies an object across the network (viewID) and configures how the controlling client updates remote instances. More...
 
class  PhotonViewHandler
 
class  PhotonViewInspector
 
class  PunEvent
 Defines Photon event-codes as used by PUN.
 
class  PunExtensions
 Small number of extension methods that make it easier for PUN to work cross-Unity-versions.
 
class  PunRPC
 Replacement for RPC attribute with different name. Used to flag methods as remote-callable. More...
 
class  PunSceneSettings
 
class  PunSceneSettingsInspector
 
class  PunSceneViews
 Stores a PhotonView instances per viewId (key). Instance is used as cache storage in-Editor. More...
 
class  PunWizardText
 
class  ReorderableListResources
 Resources to assist with reorderable list control.
 
class  SceneManagerHelper
 
class  SceneSetting
 
class  ServerSettings
 Collection of connection-relevant settings, used internally by PhotonNetwork.ConnectUsingSettings. More...
 
class  ServerSettingsInspector
 

Typedefs

using Debug = UnityEngine.Debug
 
using Hashtable = ExitGames.Client.Photon.Hashtable
 
using SupportClassPun = ExitGames.Client.Photon.SupportClass
 

Enumerations

enum  ConnectMethod { ConnectMethod.NotCalled, ConnectMethod.ConnectToMaster, ConnectMethod.ConnectToRegion, ConnectMethod.ConnectToBest }
 Which PhotonNetwork method was called to connect (which influences the regions we want pinged). More...
 
enum  PunLogLevel { PunLogLevel.ErrorsOnly, PunLogLevel.Informational, PunLogLevel.Full }
 Used to define the level of logging output created by the PUN classes. Either log errors, info (some more) or full. More...
 
enum  RpcTarget {
  RpcTarget.All, RpcTarget.Others, RpcTarget.MasterClient, RpcTarget.AllBuffered,
  RpcTarget.OthersBuffered, RpcTarget.AllViaServer, RpcTarget.AllBufferedViaServer
}
 Enum of "target" options for RPCs. These define which remote clients get your RPC call. More...
 
enum  ViewSynchronization { ViewSynchronization.Off, ViewSynchronization.ReliableDeltaCompressed, ViewSynchronization.Unreliable, ViewSynchronization.UnreliableOnChange }
 
enum  OwnershipOption { OwnershipOption.Fixed, OwnershipOption.Takeover, OwnershipOption.Request }
 Options to define how Ownership Transfer is handled per PhotonView. More...
 

Typedef Documentation

◆ Debug

typedef UnityEngine Debug Photon.Pun.Debug

◆ Hashtable

typedef ExitGames Client Photon Hashtable Photon.Pun.Hashtable

◆ SupportClassPun

typedef ExitGames Client Photon SupportClass Photon.Pun.SupportClassPun

Enumeration Type Documentation

◆ ConnectMethod

Which PhotonNetwork method was called to connect (which influences the regions we want pinged).

PhotonNetwork.ConnectUsingSettings will call either ConnectToMaster, ConnectToRegion or ConnectToBest, depending on the settings.

Enumerator
NotCalled 
ConnectToMaster 
ConnectToRegion 
ConnectToBest 

◆ OwnershipOption

Options to define how Ownership Transfer is handled per PhotonView.

This setting affects how RequestOwnership and TransferOwnership work at runtime.

Enumerator
Fixed 

Ownership is fixed. Instantiated objects stick with their creator, room objects always belong to the Master Client.

Takeover 

Ownership can be taken away from the current owner who can't object.

Request 

Ownership can be requested with PhotonView.RequestOwnership but the current owner has to agree to give up ownership.

The current owner has to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request.

◆ ViewSynchronization

Enumerator
Off 
ReliableDeltaCompressed 
Unreliable 
UnreliableOnChange