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Found 51 results

  1. 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]::::::......
  2. Version 1.1


    This project was made for educational purposes. In this project i added only base functionality (what i think is the best for beginners) From this project you can learn: * How to set/sync username * How to create room * How to retrieve information about rooms (room list) * How to change region * How to create and sync players * How to change map (also lock and hide room) * How to show username over head * How to get/show list of players in room * Chat (also shows when new player joined/left room) * How to use custom room properties (sync game mode, map name) * How to use custom player properties (sync player customization) * How to send RPC's But before you will start to study this project, please read documentation, study official tutorial and demo scenes: https://doc.photonengine.com/en-us/pun/current/getting-started/pun-intro If you have any questions: https://armedunity.com/forum/27-need-help/ Requires: - unity 2017 or higher (in unity 5 you will have to re-bake lighting data) - PUN Classic v1.90 or higher How to open project: 1. Create new project 2. Import and setup "PUN Classic" from unity Asset Store 3. Download, extract from archive and import AU_PUN_Classic 4. Add scenes in Build Settings Step-by-step video tutorial: https://www.youtube.com/watch?v=L4TzEGGrWas IMPORTANT: You are not allowed to share project outside armedunity (upload on other sites)
  3. Version 1.0


    From this project you can learn how to create/destroy and synchronize AI. PUN2 documentation: https://doc.photonengine.com/en-us/pun/v2/getting-started/pun-intro If you have any questions: https://armedunity.com/forum/27-need-help/ Requires: - unity 2018 or higher - PUN 2 v2.7 or higher How to open project: 1. Create new project 2. Import and setup "PUN 2" from unity Asset Store 3. Download, extract from archive and import AU_PUN_2_NPC 4. Add scenes in Build Settings IMPORTANT: You are not allowed to share project outside armedunity (upload on other sites)
  4. I dont know whats happening? its very strange! I dont know how to explain my problem? Ive attached the video see it! You'll find my problem easily! Im using photon. link is below! yes im using onemanyarmy3d's model they're ripped from cod mw2 i will not use it in my game im using that only for testing purpose. I'll change it when I release my game. Dont offense me! https://youtu.be/OKYva8lJeB0
  5. Next, I bought the FPS Kit 3.0 and the FPS Kit 2.0 When I will import it to the Unity 5.5.0 F3 it pops up this error in photon, can someone help me? I don't know what to do!!!
  6. Hi , i just need help making a battle royale game. I almost finished but i need a map, i can upload some pictures. I don't have any money to pay but we can be partners. I also can add some ideas if you have some. PS: sorry for my bad english
  7. Hello! I`m back with another question regarding Photon. I made a multiplayer FPS game. All things are working good. Only problem is I can't see another player in JoinedRoom. You can see in screenshot: Next screenshot of fpsplayer and components attached to it. And server manager script and player manager script is as follow : using UnityEngine; using System.Collections; using UnityEngine.UI; public class PhotonManager : MonoBehaviour { GameObject spawn, cam; public Text connectText; public GameObject player; void Start (){ PhotonNetwork.ConnectUsingSettings("v1.0"); spawn = GameObject.Find("SpawnPoint"); cam = GameObject.Find("MatchCam"); } void OnJoinedLobby(){ Debug.Log("JoinedLobby!"); PhotonNetwork.JoinRandomRoom(); } void Update (){ connectText.text = PhotonNetwork.connectionStateDetailed.ToString (); } void OnPhotonRandomJoinFailed (){ Debug.Log("Failed to join Room!"); RoomOptions roomOptions = new RoomOptions (){ isVisible = true, maxPlayers = 8}; int randomNum = Random.Range(0, 1000000); PhotonNetwork.CreateRoom(randomNum.ToString(), roomOptions, TypedLobby.Default); } void OnJoinedRoom (){ Debug.Log("JoinedRoom!"); Spawn(); } void Spawn (){ GameObject myPlayer = PhotonNetwork.Instantiate(player.name, spawn.transform.position, spawn.transform.rotation, 0); myPlayer.transform.FindChild("PlayerRoot").gameObject.SetActive(true); myPlayer.GetComponent<MoveController>().enabled = true; myPlayer.GetComponent<MouseController>().enabled = true; cam.GetComponent<Camera>().enabled = false; } } using UnityEngine; using System.Collections; public class PlayerManager : Photon.MonoBehaviour { Vector3 realPosition; Quaternion realRotation; //public PhotonView photonView; void Update(){ if (photonView.isMine) { } else { transform.position = Vector3.Lerp (transform.position, realPosition, .1f); transform.rotation = Quaternion.Lerp (transform.rotation, realRotation, .1f); } } void OnPhotonSerializeView (PhotonStream stream, PhotonMessageInfo info){ if(stream.isWriting){ stream.SendNext(transform.position); stream.SendNext(transform.rotation); } else { realPosition = (Vector3)stream.ReceiveNext(); realRotation = (Quaternion)stream.ReceiveNext(); } //OBserver = Unreliable //Observe Compoennt = FpsPlayermanager drag into it } } Any help is appreciated here. Please help me! please!
  8. So, you want to make your new, original best multiplayer game, but you don't like Unet and don't want to write custom networking library. So, all you need is Photon! waiting for updating
  9. Azam03

    Photon / Maps

    I create a room in the menu scene and load the map in another scene. In the scene of the scene where the card is created the character. The character creates a script that is also loaded from the menu scene using the DontDestroyOnLoad method. Everything works in the unit itself, but when you build, you simply create a map, and the character is not created. (In Build Settings, all the scenes are in place and they are not stupid errors, there are no errors in the scripts either) Below is the script that creates the character in the OnJoinedRoom stage (this is Photon) and this is the function on the button that is in the menu scene
  10. Version 1.0.0


    This is a demo version of the game. Other versions you can see here https://vk.com/club148776464.
  11. I need help working on a lobby/matchmaking system for my Photon integrated game. Once you've been matched the game starts when full (20 player slot) and isn't joinable after it starts. It would be nice to have players able to select there model before matchmaking and spawning in with that character. If someone can help me out I'd be willing to pay for your code. I'm willing to spend upwards to 60$-100$ Thanks:)
  12. 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
  13. 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
  14. 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)
  15. [ Disclaimer ]: Uses Legacy Unity RakNet 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!
  16. 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; }
  17. 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.
  18. 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?
  19. 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. }
  20. 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.
  21. 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?
  22. 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.
  23. 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
  24. 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
  25. 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!
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