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Found 41 results

  1. Photon Survival RPG MMO Kit- Thing Update v2 Update v1 Simple kit I put together while messing with Photon again. Don't expect to make a full game with this, because all it does is let you walk around, kill other players, and chop down trees to collect wood (so far). If people think its cool, I'll add more resources, and crafting. Anyway.... Update v2 -Added Ai -Added crafting fires, and houses DOWNLOAD (unity package, 84 mb -sorry about the size, I just exported the whole project as a package) Instructions: 1. Add tag "wood" 2. Tag "wood" in the Resources folder as "wood" 3. Profit??? ¯\_(ツ)_/¯ Screenshots: Sources for Models/Textures: Textures: http://opengameart.org/content/4-cartoony-terrains-textures Models: https://www.assetstore.unity3d.com/en/#!/content/18098
  2. Hey again! So i've always liked legos since I was a kid and I noticed that nobody has ever tried to make a lego FPS before. So I decided to try my luck. For now, im using the help of the ezfps kit to have a base so I can see how everything looks. All the lego models are made by me so I just need to rescript some things. Stuff it has so far: - Photon - Weapon customization - Lego people explode instead of ragdollizing when dead - Moving avatar(profile pic) - Dank music - Map selection - Bots & Zombies - Rotating skyboxes - More stuff to come Here's a demo link if you want to play or test the game out. Feel free to give feedback or suggestions. - https://www.mediafire.com/?r9qbxzl4itnky1d Screenshot
  3. EZFPS EZ Fps is a free unity3d FPS kit that uses Photon. Players can shoot and kill each other and join teams. There is one map, and one gamemode. Updates will be coming soon. Free for commercial use, as of now. I may submit the package to the asset store for a few dollars later. At the moment, I highly recommend giving it a try, and giving me feedback and bugs! Webplayer Demo Please check out the PRO version here! It's only $2, and has weapon switching, grenades, classes, bullet spread, snipers, shotguns, pistols, kill-feeds, and more! Update 0.3.5 Fixed a lot of bugs/ This may be the last free update besides bug fixing, but I'm not sure yet! DOWNLOAD Update 0.3.1 The old RaycastShooting script was partly broken! Please copy and paste this one into RaycastShooting.cs Update 0.3 Well, as stated earlier, I had a better update before, which had grenades, aiming, 2 weapon slots etc.., but the project decided to break for no reason! However, I've slapped this together which should work well. I've fixed a lot of bugs too. Fun fact!: In the previous package, players could not kill the Masterclient. Changelog: >Ammo >Reloading >Muzzleflash (networked) >Ragdolls >Lots of bug fixes I've also renamed the kit to EZFPS, and hope to have it added to the assetstore soon! Download (.unity, 4.5mb) Update 0.2.1 I added ammo and grenades, but everything broke, and I don't know why! I had to start the update all over, and just have ammo working right now. I'm not posting a download because there appears to be some game-breaking glitches, which were pointed out by a user in the comment section. I'm going to take a look when I get home. I also might try to get the package on the asset store for Free, or a couple dollars. Here's a video too (Ignore the "Only $3" Part): Update 0.2 (7.13.15) I know it's oly been a few hours since the initial post, but I've already got a bunch more stuff added. Here's a Changelog: >Added Guns >Added Shooting/Killing >Added Synced Team Scores >Added Local Score >Added Name and Score Above Player >Fixed Map Textures >Added Networked Gun Sounds >Updated Character Models\ >Added chat and new GUI Skin (it's basically the UI textures but for legacy gui) >Added Pause Menu >Now 4.5 mb Edit: Also smoothened out player movement Up next: Adding more spawn points, ammo, preventing spawn killing, friendly fire (currently killing a teammate gives the other team score), and classes with new weapon types. Please tell me any bugs or what you think! If you use this, please change the models!! Download Here (4.5 mb, Unity Package) Screenies: Update 1 (7.13.15) I'm working on a bare-bones fps package. It was originally for myself to use for when I wanted to start new projects, but I decided to share it. That being said, it isn't the cleanest thing in the world. The code isn't commented, either. As of 7/13/15, this is only the controller, there aren't any guns. Features- >Multiplayer via Photon >Networked FPS Controller (only local player can control) >Separate Team Prefabs (In this example, I used Red and Blue Capsules to show the difference)> >Joining/Creating Rooms (No server browser yet, but there is a Join Random button, along with text field to join custom room ) >Uses new UI >Only 3 MB! I'll continue to update the package as I add more features. I'll be adding guns next! You can add chat by dragging inRoomChat.cs onto a new Empty GameObject. Do not put it on _Room, because the PhotonView will break the UI! Also, right now there are several bugs, including host migration. Players who spawn after the original host has disconnected cannot be seen by original players. Link: HERE (unity package) Screenies: (removed)
  4. In order to understand how networking works, and how communicating between computers, it is useful to learn the sequence of connecting to a server. It is convenient to use one server version of each scene in a Unity project and one client version of each scene. This is useful for when you want to separate the server and client applications from each other. Connecting client and server Network Views RPC Details State Synchronization Details Authoritative Server Leave a like if you found this useful!
  5. I have been looking around on google and the unity forms and have found nothing on spawning the players on the team spawns. This is the code that i have so far when spawning the players: public void Spawn(){ SpawnSpot MySpawnSpot = spawnSpots [UnityEngine.Random.Range (0, spawnSpots.Length)]; if(MySpawnSpot == null){ Debug.LogError("There Are No SpawnPoints!!!"); } //Spawn the player. GameObject myPlayer = (GameObject)PhotonNetwork.Instantiate(this.Player.name, MySpawnSpot.transform.position, MySpawnSpot.transform.rotation, 0); //Spawn the player at [SpawnPoint.transform.position, SpawnPoint.transform.rotation]. myPlayer.GetComponent<PhotonView>().RPC("SetNameTag",PhotonTargets.AllBuffered,PhotonNetwork.playerName); Destroy(this.StandByCam); lockmouse.lockedmouse = true; }
  6. Hello guys today I came to bring an inspiration a project that maybe I put for download as a kit. I hope you enjoy Thaks! maybe he already come up with web site ready for play on web player. I Am A Programmer PHP HTML MYSQL C # Download: Download Mega Features: Photon Network Fur according to the nick Simple Movement 5 Skins Soon: Kill Enemy And Add More Mass ......::::::[Main Menu]::::::...... ......::::::[settings]::::::...... ......::::::[in Game]::::::......
  7. so i have a multiplayer game with about 4 players in each session, but A LOT of enemies. All enemies have a navmesh agent . Whats the best way to sync all the enemies positions with all the players without causing anylags? i am using photon network.
  8. public void OnJoinedRoom(){ t = GameObject.Find ("ground").GetComponent<Terrain> (); if (PhotonNetwork.isMasterClient) { //spawn_items (); for (int i =0; i < 1000; i ++) managenaturespawn(); } } public void managenaturespawn(){ if (PhotonNetwork.isMasterClient) { pos = mainpoint.transform.position + Random.insideUnitSphere * 440; pos.y = t.SampleHeight (pos); int chose = Random.Range (0, natureitems.Count); GetComponent<PhotonView>().RPC("universalspawn",PhotonTargets.AllBuffered,pos,chose); } } [PunRPC] public void universalspawn(Vector3 pos , int choice){ GameObject newitem = (GameObject)Instantiate ((GameObject)Resources.Load ("objects/" + natureitems [choice]), pos, Quaternion.identity); allthethings.Add (newitem); newitem.GetComponent<item_identification> ().id = allthethings.Count - 1; } Hello, so we are making an android game which requires the master client to instantiate about 1000 gameobjects and sync it with the clients.But the game gets stuck on android devices when a player joins the game. No issue occurs on PC however. Is there a better way to do this?
  9. hello, ive been making a sandbox multiplayer game using photon. And i have to distribute a large number of items ( over 10,000 ) on the terrain. Since its multiplayer, what is a good way to instantiate a large number of items from the master client? public void managenaturespawn(){ pos = mainpoint.transform.position + Random.insideUnitSphere * 1000; pos.y = t.SampleHeight (pos); // t is the terrain PhotonNetwork.Instantiate ("objects/rock" ,pos, transform.rotation,0); // this function is called by the master client, and each object/rock has a photonnewtworkview. }
  10. MRPG Kit (Photon Multiplayer RPG Kit for Unity 5) I come to present a kit I'm working. Concept Our concept is to create a kit that is easy to understand, that has a clean and optimized code. This kit was made for developers who are beginning their journey of learning and wants to create an online RPG game or to study the code and understand how to operate the basic principles of a multiplayer game. We decided to create the kit using an external plugin that can be found free on the Asset Store, this plugin is called photon network that is our "door" to create a multiplayer game faster, with this plugin avoid creating their own servers using sockets and other functions saving many lines of code, but we're not saying it's the most professional way to create an RPG Online, but it's a plugin that will save many lines of code. Goal The goal of the MRPG kit It is to be easy to implement and understanding for all, can begin to create an Online RPG itself. We created this kit to perform all logic on the server (host) and not the client, despite being a host in the cloud you can create a more authoritative server, we avoid the client to do the functions that are to the server do, example: character control variables are determined by the server, the client only sends the input to the server and it returns the animations and other functions for clients, we made all the connection control (handle client connect, disconnect etC) and also database implementation to save the information of the players and others stuffs Why RPG? I decided to develop something in the RPG genre, it is a much sought genre, has a large audience who wants to learn how to create something and do not have many kits that are able to create an online RPG quickly and easily. Current Features • All logic related to the player made on the server side • Fully commented code • Secure character control for any 3D model • RPG Style Camera (zoom and rotate) • Inputs managed by the server • Create and select World • 20 free simultaneous connections • RPG style combat system • Chat System • Monster AI easy to implement for any 3D model • Respawn monsters controlled by the server • Players positions sync • Basic player Interface (using old GUI system), easy to change I will add even more things on that list, the kit has not been finished and I will update when I can... Screens Simple connection interface (Still it has not implemented the login system). Player entered in the world. Different types of monsters (the monsters have behavior that will determine your actions). Select MOB behavior Organized project Connected players and chat system Combat system Dead player Feel free to make suggestions and comment.
  11. Hey guys and gals, Im not the best with photon and ive been trying to get this build script to work, ill post the line where im having problems: CurrentInstance = (GameObject)Instantiate(CurrentBuild.PrefabPreview); Now i know that i need to make it CurrentInstance = (GameObject)PhotonNetwork.Instantiate(CurrentBuild.PrefabPreview); PhotonNetwork.Instantiate requires a string, not a Transform object as it's first parameter but im still stumped on how i would make this work Any Help?
  12. I currently have some ideas for an FPS, and I'm deciding on my networking solution. I have servers, and some dev cash, so cost isnt a deciding factor. I want a networking solution that is easy to deploy ( not as much networking scripting, as I want to focus on actual gameplay), and plays nice with Mecanim. I have extensive knowledge of Photon, and dont know alot about Bolt. Please help.
  13. So I'm trying to send an RPC that finds a player, and sets a GameObject active. It works, but for some reason the object is only Set Active for the person who has the photonView. For example, if I have two tabs open, only the player I'm playing as has the hat, but when I switch tabs, the new player I'm playing as has the hat. I'm confused because it the RPC should only be called when a player presses a key, not every frame, or tab switch lol Here's what I have now: (Sending RPC) Update(){ public PhotonView pv; if (Input.GetKeyUp (KeyCode.E) && isTrigger) { pv.RPC("buyThing",PhotonTargets.AllBuffered,new object[]{ true }); } (Calling) [RPC] public void buyThing(bool isActive){ GameObject Player = GameObject.Find (PhotonNetwork.playerName); vapeScript vc = Player.GetComponent <vapeScript> (); vc.theHat.SetActive (true); } The player gameobjects have their names set the PhotonNetwork.playername in a separate script I might try running it on two different computers to see what happens. When you go in the Unity Editor during runtime, the hat appears for whoever is active
  14. I'm trying to make it so that a Photon Instantiated object becomes a child of a transform. I know how to set the parent locally, but over the network the object just stays in place. Here's what I have so far- GameObject hat = (GameObject)PhotonNetwork.Instantiate (hatName, head.position, head.rotation, 0); hat.transform.parent = head; Sorry if this is way out of the ball park of what I need to do. I didn't think I'd need any remote calls or anything too fancy
  15. Olá, todo mundo veio para mostrar o meu FPS Multiplayer espero que gostem Eu não dei um nome para o jogo como você pode me ajudar? Aguardo a sua opinião! ^ ^ VÍDEO: https://www.youtube.com/watch?v=qr768-6ixnA Warning do not confuse this game with some kit, actually it seems more is not! Thanks. Sorry for publishing this topic in the wrong area!
  16. Hello Fellow Developers! I am here to present my first Project to showcase on this website. I have been working on this multiplayer game for about 2 years now. I have been releasing it in stages of betas. (Beta 1, Beta 2, Beta 3, etc) Every beta included big updates to the game. Currently, Flashpoint Beta 5 is in development. It has been in development for 5 months (making it the biggest Flashpoint Update so far. ) Flashpoint Beta 5 is about to be released on it's website July 9th. However, I plan to open up a public testing program EXCLUSIVELY on this website. For those that are wondering what Flashpoint has to offer, Flashpoint has 4 classes, 4 maps, Helicopters and JetFighters, a Loadout System, Minimaps, Chat, and much more. Flashpoint Beta 5 GM will be released July 9th, 2015. The public testing program will roll out in 3 days from now. If you would like to get your copy, and sign up for future Beta updates, comment below your email and Name(an alias is fine) if you have any questions, please contact [ beismoney@aol.com ] (If you do not feel comfortable putting your email in the comments, send me an email with the subject "Flashpoint Testing" to get the same results. ) Thanks for your attention, and I hope you all enjoy playing Flashpoint Beta.
  17. Hello, I came to bring a Drone script for you hope you like it Credits: Higor-Klein Matheus-Henrique im sorry this correct name is Drone script for Photon Cloud using UnityEngine; using System.Collections; [RequireComponent(typeof(PhotonView))] public class Drone : Photon.MonoBehaviour { public float speed; private float Time; public GameObject[] Helice; public Camera camera; private bool FirstUpdate = false; private Vector3 correctPlayerPos = Vector3.zero; private Quaternion correctPlayerRot = Quaternion.identity; void Start() { if(!photonView.isMine)Destroy(camera); } void Update() { foreach(GameObject Helicee in Helice) { Helicee.transform.Rotate(0,Time.deltaTime*900,0); } if (!photonView.isMine) { if (!FirstUpdate) { FirstUpdate = true; transform.position = correctPlayerPos; transform.rotation = correctPlayerRot; } else { transform.position = Vector3.Lerp(this.transform.position, correctPlayerPos, Time.deltaTime * 5); transform.rotation = Quaternion.Lerp(transform.rotation, correctPlayerRot, Time.deltaTime * 5); } }else{ Time += Time.deltaTime; if(Time >2) { rigidbody.isKinematic = true; if(Time >2.2) { rigidbody.isKinematic = false; Time = 0; } } if(transform.rotation.z != 0 || transform.rotation.z != 0) { transform.Rotate(0,0,-Time.deltaTime*10); } transform.Rotate(Input.GetAxis("Mouse Y")*10,0,-Input.GetAxis("Mouse X")*10); if(Input.GetKey(KeyCode.W)) { if(Input.GetKey(KeyCode.LeftShift)) { transform.Translate(0,0,Time.deltaTime*speed); }else{ transform.Translate(0,0,Time.deltaTime); } } if(Input.GetKey(KeyCode.S)) { transform.Translate(0,0,0-Time.deltaTime); } if(Input.GetKey(KeyCode.A)) { transform.Translate(0-Time.deltaTime,0,0); } if(Input.GetKey(KeyCode.D)) { transform.Translate(0+Time.deltaTime,0,0); } } } public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { stream.SendNext(transform.position); stream.SendNext(transform.rotation); } else { correctPlayerPos = (Vector3)stream.ReceiveNext(); correctPlayerRot = (Quaternion)stream.ReceiveNext(); } } }
  18. hey, ive been having trouble passing my coroutine function over the network...it works fine offline but i am not able to call the photonnetwork courotine function. it gives me compiation errors. where am i going wrong? GetComponent<PhotonView>().StartCoroutine("ChopItDown",(closestTreeIndex,terrain,closestTreePosition))); // this gives me errors StartCoroutine(ChopItDown(closestTreeIndex, terrain, closestTreePosition)); // this works just fine
  19. Hello! I have a problem. i'm using Photon Unity Networking for a multiplayer fps game. i have made an empty object and added a new script for connecting and spawning. after i finshed coding i tried running the game but i get two yellow errors saying "The refrenced script on this Behaviour is missing!" i'm using unity 5 and i'm follownig this tutorial https://www.youtube.com/watch?v=mLAilMkRxYU&index=4&list=PLbghT7MmckI7BDIGqNl_TgizCpJiXy0n9 This is my code: using UnityEngine; using System.Collections; public class NetworkManager : MonoBehaviour { public Camera standbyCamera; // Use this for initialization void Start () { Connect (); } void Connect() { PhotonNetwork.ConnectUsingSettings( "MultiFPS v001" ); } void OnGUI() { GUILayout.Label( PhotonNetwork.connectionStateDetailed.ToString() ); } void OnJoinedLobby() { Debug.Log ("OnJoinedLobby"); PhotonNetwork.JoinRandomRoom(); } void OnPhotonRandomJoinFailed() { Debug.Log ("OnPhotonRandomJoinFailed"); PhotonNetwork.CreateRoom( null ); } void OnJoinedRoom() { Debug.Log ("OnJoinedRoom"); SpawnMyPlayer(); } void SpawnMyPlayer() { PhotonNetwork.Instantiate("PlayerController", Vector3.zero, Quaternion.identity, 0); standbyCamera.enabled = false; } } Thanks for your help!
  20. gameObj = PhotonNetwork.Instantiate(availableObjects[i], gameObject.transform.position, Quaternion.identity, 0); The codes up above ^ Hey, i am currently trying to make a level editor in my game, and i have got stuck on some code. Heres the error: No appropriate version of 'PhotonNetwork.Instantisate' for the argument list '(UnityEngine.GameObject, UnityEngine.Vector3, UnityEngine.Quaternion, int)' was found. Any help is greatly appreciated
  21. Hey guys, today I am announcing a free photon networked fps kit for armedunity peeeeeps as i have no life i have a free time of about a month xP (tore my ligament). Anyway what features would you like to see in the game???? Please tell me and i will start making it
  22. Its been forever since I posted but I should probably get back into the habit of doing so. Ive been working on this bad boi for about 2 months and I finally feel comfortable with sharing what I have so far to the public eye, this was originally supposed to be an entry for a competition on this site that took place around May last year I think. But I started working on it in December for the hell of it. Let me know what you guys think. https://www.youtube.com/watch?v=ztO_kkfuUNE
  23. Hello! I am working on a multiplayer fps game. I'm trying to make a scoreboard for it, I've done it so it shows all the players connected. Now I'm stuck, i dont know how i can make a kill counter, the health script knows ho was the last hitter, but how can i make it so that this player gets a kill? Sorry for my bad english xfukecx
  24. Hey there, so i'm getting ready to add multiplayer to my game and am finally going to ask a question that has been confusing me for a while... How exactly does Photon work? I know, I know, this is one of the stupidest questions you've probably heard on this forum but I'm still confused; I know that photon is to help add multiplayer to your game but how does it work? Does it set up the multiplayer for me? Do I need to set up the servers themselves? I know I could just watch the tutorials but i'd figure I'd just ask the question so I could get a quick answer. So what exactly does it do? When I add it is the multiplayer all ready? I'm just confused on how i'll be setting it up. Thanks.
  25. Hi guys, I'm trying to add multiplayer chat to my game and have run into a bit of a problem. I'm using the base InRoomChat script that comes with the base PUN package. I've made minor alterations to the code to make it so new chat messages appear at the bottom of the scrollview, and also made it so the scrollview scrolls down as new chat messages are entered. I've attached the script to my playercontroller prefab which is spawned when a player enters a match. When there's only one player utilizing the chat, it works fine as seen in the bottom left of the screen shot below: When a second player begins using the chat, however, instead of the new player's messages being entered as a new chat line in the scrollview, it writes the message directly on top of the first player's message as if that player had not sent anything at all. The screenshot below demonstrates this behavior: Do I need to do something with OnPhotonSerializeView? Or maybe just move the call to create the scrollview into the RPC? Anybody have any ideas? I've included the code below. Thanks in advance for any suggestions! using System.Collections.Generic; using UnityEngine; using System.Collections; [RequireComponent(typeof(PhotonView))] public class InRoomChat : Photon.MonoBehaviour { public Rect GuiRect = new Rect(0,0, 400,200); public bool IsVisible = true; public bool AlignBottom = false; public List<string> messages = new List<string>(); private string inputLine = ""; private Vector2 scrollPos = Vector2.zero; //private Vector2 scrollPos = new Vector2(0, 400); public static readonly string ChatRPC = "Chat"; public void Start() { if (this.AlignBottom) { this.GuiRect.y = Screen.height - this.GuiRect.height; } } public void OnGUI() { if (!this.IsVisible || PhotonNetwork.connectionStateDetailed != PeerState.Joined) { return; } if (Event.current.type == EventType.KeyDown && (Event.current.keyCode == KeyCode.KeypadEnter || Event.current.keyCode == KeyCode.Return)) { if (!string.IsNullOrEmpty(this.inputLine)) { this.photonView.RPC("Chat", PhotonTargets.AllBuffered, this.inputLine); this.inputLine = ""; GUI.FocusControl(""); return; // printing the now modified list would result in an error. to avoid this, we just skip this single frame } else { GUI.FocusControl("ChatInput"); } } GUI.SetNextControlName(""); GUILayout.BeginArea(this.GuiRect); scrollPos = GUILayout.BeginScrollView(scrollPos); GUILayout.FlexibleSpace(); for (int i = 0; i < messages.Count; i++) //for (int i = messages.Count - 1; i >= 0; i--) { GUILayout.Label(messages[i]); } GUILayout.EndScrollView(); GUILayout.BeginHorizontal(); GUI.SetNextControlName("ChatInput"); inputLine = GUILayout.TextField(inputLine); if (GUILayout.Button("Send", GUILayout.ExpandWidth(false))) { this.photonView.RPC("Chat", PhotonTargets.AllBuffered, this.inputLine); this.inputLine = ""; GUI.FocusControl(""); } GUILayout.EndHorizontal(); GUILayout.EndArea(); } [RPC] public void Chat(string newLine, PhotonMessageInfo mi) { string senderName = "anonymous"; scrollPos.y = Mathf.Infinity; if (mi != null && mi.sender != null) { if (!string.IsNullOrEmpty(mi.sender.name)) { senderName = mi.sender.name; } else { senderName = "player " + mi.sender.ID; } } this.messages.Add(senderName +": " + newLine); } public void AddLine(string newLine) { this.messages.Add(newLine); }